// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "../common/random.h"
#include "../common/socket.h"
#include "../common/strlib.h"
#include "../common/utils.h"

#include "map.h"
#include "path.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "homunculus.h"
#include "mercenary.h"
#include "elemental.h"
#include "mob.h"
#include "itemdb.h"
#include "clif.h"
#include "pet.h"
#include "guild.h"
#include "party.h"
#include "battle.h"
#include "battleground.h"
#include "chrif.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>

int attr_fix_table[4][ELE_MAX][ELE_MAX];

struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures.

#define DAMAGE_RATE(a){damage = (int64)damage * (a)/100;}
#define DAMAGE_SUBRATE(a){damage -= (int64)damage * (a)/100;}
#define DAMAGE_ADDRATE(a){damage += (int64)damage * (a)/100;}
#define REDUCE_VALUE(a,b) ( (((int)(a)) > ((int)(pow((double)(b),2)))) ? (sqrt((double)(a))*((double)(b))) : a )
int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
	struct unit_data *ud;

	if( bl->type == BL_SKILL ) {
		struct skill_unit * su = (struct skill_unit*)bl;
		return su->group?su->group->skill_id:0;
	}

	ud = unit_bl2ud(bl);

	return ud?ud->skill_id:0;
}

/*==========================================
 * Get random targetting enemy
 *------------------------------------------*/
static int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
	struct block_list **bl_list;
	struct unit_data *ud;
	int target_id;
	int *c;

	bl_list = va_arg(ap, struct block_list **);
	c = va_arg(ap, int *);
	target_id = va_arg(ap, int);

	if (bl->id == target_id)
		return 0;

	if (*c >= 24)
		return 0;

	if ( !(ud = unit_bl2ud(bl)) )
		return 0;

	if (ud->target == target_id || ud->skilltarget == target_id) {
		bl_list[(*c)++] = bl;
		return 1;
	}

	return 0;
}

struct block_list* battle_gettargeted(struct block_list *target) {
	struct block_list *bl_list[24];
	int c = 0;
	nullpo_retr(NULL, target);

	memset(bl_list, 0, sizeof(bl_list));
	map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
	if ( c == 0 )
		return NULL;
	if( c > 24 )
		c = 24;
	return bl_list[rnd()%c];
}


//Returns the id of the current targetted character of the passed bl. [Skotlex]
int battle_gettarget(struct block_list* bl) {

	switch (bl->type) {
		case BL_PC:  return ((struct map_session_data*)bl)->ud.target;
		case BL_MOB: return ((struct mob_data*)bl)->target_id;
		case BL_PET: return ((struct pet_data*)bl)->target_id;
		case BL_HOM: return ((struct homun_data*)bl)->ud.target;
		case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
		case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
	}

	return 0;
}

static int battle_getenemy_sub(struct block_list *bl, va_list ap) {
	struct block_list **bl_list;
	struct block_list *target;
	int *c;

	bl_list = va_arg(ap, struct block_list **);
	c = va_arg(ap, int *);
	target = va_arg(ap, struct block_list *);

	if (bl->id == target->id)
		return 0;

	if (*c >= 24)
		return 0;

	if (status_isdead(bl))
		return 0;

	if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
		bl_list[(*c)++] = bl;
		return 1;
	}

	return 0;
}

// Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
	struct block_list *bl_list[24];
	int c = 0;

	memset(bl_list, 0, sizeof(bl_list));
	map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);

	if ( c == 0 )
		return NULL;

	if( c > 24 )
		c = 24;

	return bl_list[rnd()%c];
}
static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
	struct block_list **bl_list, *src;
	int *c, ignore_id;

	bl_list = va_arg(ap, struct block_list **);
	c = va_arg(ap, int *);
	src = va_arg(ap, struct block_list *);
	ignore_id = va_arg(ap, int);

	if( bl->id == src->id || bl->id == ignore_id )
		return 0; // Ignores Caster and a possible pre-target

	if( *c >= 23 )
		return 0;

	if( status_isdead(bl) )
		return 0;

	if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
		bl_list[(*c)++] = bl;
		return 1;
	}

	return 0;
}

// Pick a random enemy
struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
	struct block_list *bl_list[24];
	int c = 0;

	memset(bl_list, 0, sizeof(bl_list));
	map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);

	if( c == 0 )
		return NULL;
	if( c >= 24 )
		c = 23;

	return bl_list[rnd()%c];
}

// Dammage delayed info
struct delay_damage {
	int src_id;
	int target_id;
	int damage;
	int delay;
	unsigned short distance;
	uint16 skill_lv;
	uint16 skill_id;
	enum damage_lv dmg_lv;
	unsigned short attack_type;
	bool additional_effects;
};

int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
	struct delay_damage *dat = (struct delay_damage *)data;

	if ( dat ) {
		struct block_list* src;
		struct block_list* target = map_id2bl(dat->target_id);

		if( !target || status_isdead(target) ) {/* nothing we can do */
			ers_free(delay_damage_ers, dat);
			return 0;
		}

		src = map_id2bl(dat->src_id);

		if( src && target->m == src->m &&
			(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
			check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
		{
			map_freeblock_lock();
			status_fix_damage(src, target, dat->damage, dat->delay);
			if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
				skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
			if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
				skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
			map_freeblock_unlock();
		} else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
			/**
			 * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
			 **/
			map_freeblock_lock();
			status_fix_damage(target, target, dat->damage, dat->delay);
			map_freeblock_unlock();
		}
	}
	ers_free(delay_damage_ers, dat);
	return 0;
}

int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
{
	struct delay_damage *dat;
	struct status_change *sc;
	nullpo_ret(src);
	nullpo_ret(target);

	sc = status_get_sc(target);

	if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
		damage = 0;

	if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
		map_freeblock_lock();
		status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
		if( attack_type && !status_isdead(target) && additional_effects )
			skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
		if( dmg_lv > ATK_BLOCK && attack_type )
			skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
		map_freeblock_unlock();
		return 0;
	}
	dat = ers_alloc(delay_damage_ers, struct delay_damage);
	dat->src_id = src->id;
	dat->target_id = target->id;
	dat->skill_id = skill_id;
	dat->skill_lv = skill_lv;
	dat->attack_type = attack_type;
	dat->damage = damage;
	dat->dmg_lv = dmg_lv;
	dat->delay = ddelay;
	dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
	dat->additional_effects = additional_effects;
	if (src->type != BL_PC && amotion > 1000)
		amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]

	add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);

	return 0;
}
int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
{

	if (atk_elem < 0 || atk_elem >= ELE_MAX)
		return 100;

	if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
		return 100;

	return attr_fix_table[def_lv-1][atk_elem][def_type];
}

/*==========================================
 * Does attribute fix modifiers.
 * Added passing of the chars so that the status changes can affect it. [Skotlex]
 * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
 *------------------------------------------*/
int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
{
	struct status_change *sc=NULL, *tsc=NULL;
	int ratio;

	if (src) sc = status_get_sc(src);
	if (target) tsc = status_get_sc(target);

	if (atk_elem < 0 || atk_elem >= ELE_MAX)
		atk_elem = rnd()%ELE_MAX;

	if (def_type < 0 || def_type > ELE_MAX ||
		def_lv < 1 || def_lv > 4) {
		ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
		return damage;
	}

	ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
	if (sc && sc->count) {
		if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
			ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
		if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
			ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
		if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
			ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
	}
	if( target && target->type == BL_SKILL ) {
		if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
			struct skill_unit *su = (struct skill_unit*)target;
			struct skill_unit_group *sg;
			struct block_list *src;

			if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
			   (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
				return 0;

			if( sg->unit_id != UNT_FIREWALL ) {
				int x,y;
				x = sg->val3 >> 16;
				y = sg->val3 & 0xffff;
				skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
				sg->val3 = -1;
				sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
			}
		}
	}
	if( tsc && tsc->count ) { //since an atk can only have one type let's optimise this a bit
		switch(atk_elem){
                case ELE_FIRE:
                        if( tsc->data[SC_SPIDERWEB]) {
                                tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
                                if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
                                        damage <<= 1; // double damage
                                if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
                                        status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
                        }
                        if( tsc->data[SC_THORNSTRAP])
                                status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
                        if( tsc->data[SC_FIRE_CLOAK_OPTION])
                                DAMAGE_SUBRATE(tsc->data[SC_FIRE_CLOAK_OPTION]->val2)
                        if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
                                status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
                        if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
						if( tsc->data[SC_ASH]) damage += damage/2; //150%
                        break;
                case ELE_HOLY:
                        if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
                        break;
                case ELE_POISON:
                        if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
                        break;
                case ELE_WIND:
                        if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) damage += damage/2;
                        if( tsc->data[SC_WATER_INSIGNIA]) damage += damage/2;
                        break;
                case ELE_WATER:
                        if( tsc->data[SC_FIRE_INSIGNIA]) damage += damage/2;
                        break;
                case ELE_EARTH:
                        if( tsc->data[SC_WIND_INSIGNIA]) damage += damage/2;
                        break;
		}
	} //end tsc check
	if( src && src->type == BL_PC ){
		struct map_session_data *sd = BL_CAST(BL_PC, src);
		int s;

		ARR_FIND(1, 6, s, sd->talisman[s] > 0);

		if( s < 5 && atk_elem == s )
			ratio += sd->talisman[s] * 2; // +2% custom value
	}
	if( target && target->type == BL_PC ) {
		struct map_session_data *tsd = BL_CAST(BL_PC, target);
		int t;

		ARR_FIND(1, 6, t, tsd->talisman[t] > 0);

		if( t < 5 && atk_elem == t )
			DAMAGE_SUBRATE(tsd->talisman[t] * 3) // -3% custom value
	}
	return (int64)damage*ratio/100;
}

/*==========================================
 * Calculates card bonuses damage adjustments.
 * [Durant_LDAMAGE]
 *------------------------------------------*/
int battle_calc_cardfix_status(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){
	struct map_session_data *tsd, *sd;
	short s_class, s_race2;
	struct status_data *sstatus;
	int i, original_damage;
	short cardfix = 1000;
	if( damage == 0 )
		return 0;

	original_damage = damage;

	sd = BL_CAST(BL_PC,src);
	tsd = BL_CAST(BL_PC, target);
	s_class = status_get_class(src);
	sstatus = status_get_status_data(src);
	s_race2 = status_get_race2(src);

#define bccDAMAGE_RATE(a){ damage = (int64)damage * (a)/1000;}

	if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ){ //Attacker cards should be checked

		if( flag&BF_LONG )
			cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;

		cardfix = (cardfix < 0) ? 0 : cardfix; 
		cardfix = (short)REDUCE_VALUE(cardfix,62);
		if( cardfix != 1000 )
			bccDAMAGE_RATE(cardfix)

	}else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ){ //Target cards should be checked

	 	cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
		cardfix = (cardfix < 0) ? 0 : cardfix; 
		cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
		cardfix = (cardfix < 0) ? 0 : cardfix; 

		for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
			if( tsd->add_def[i].class_ == s_class ) {
				cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
				cardfix = (cardfix < 0) ? 0 : cardfix;
				break;
			}
		}

		if( flag&BF_SHORT ){
			cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
			cardfix = (cardfix < 0) ? 0 : cardfix; 
		} else {	// BF_LONG (there's no other choice)
			cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
			cardfix = (cardfix < 0) ? 0 : cardfix; 
		}
		if( cardfix != 1000 )
			bccDAMAGE_RATE(cardfix)
	}

	return (damage < 1) ? (1-original_damage) : (damage - original_damage);
}

/*==========================================
 * Calculates card bonuses damage adjustments.
  * [Durant_LDAMAGE]
 *------------------------------------------*/
int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){
	struct map_session_data *sd, *tsd;
	short t_class, s_class, s_race2, t_race2;
	struct status_data *sstatus, *tstatus;
	int i, original_damage;
	short cardfix = 1000;


	if( damage == 0 )
		return 0;

	original_damage = damage;

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);
	t_class = status_get_class(target);
	s_class = status_get_class(src);
	sstatus = status_get_status_data(src);
	tstatus = status_get_status_data(target);
	s_race2 = status_get_race2(src);

#define bccDAMAGE_RATE(a){ damage = (int64)damage * (a)/1000;}
	switch(attack_type){
		case BF_MAGIC:
			if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
				cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				if (!(nk&NK_NO_ELEFIX)){
					cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}
				cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix=cardfix*(100+sd->magic_atk_ele[s_ele])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 

				for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
					if(sd->add_mdmg[i].class_ == t_class) {
						cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						break;
					}
				}

				if (cardfix != 1000)
					bccDAMAGE_RATE(cardfix)
			}

			if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
			{ // Target cards.
				if (!(nk&NK_NO_ELEFIX))
				{
					int ele_fix = tsd->subele[s_ele];
					for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
					{
						if(tsd->subele2[i].ele != s_ele) continue;
						if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
							 tsd->subele2[i].flag&flag&BF_RANGEMASK &&
							 tsd->subele2[i].flag&flag&BF_SKILLMASK))
							continue;
						ele_fix += tsd->subele2[i].rate;
					}
					cardfix=cardfix*(100-ele_fix)/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}
				cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				if( sstatus->race != RC_DEMIHUMAN ){
					cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}
				for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
					if(tsd->add_mdef[i].class_ == s_class) {
						cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						break;
					}
				}
				//It was discovered that ranged defense also counts vs magic! [Skotlex]
				if ( flag&BF_SHORT ){
					cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}else{
					cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}

				cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 

				if( tsd->sc.data[SC_MDEF_RATE] ){
					cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}

				if (cardfix != 1000)
					bccDAMAGE_RATE(cardfix)
			}
			break;
		case BF_WEAPON:
			t_race2 = status_get_race2(target);
			if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) //Attacker cards should be checked
			{
				short cardfix_ = 1000;
				if(sd->state.arrow_atk)
				{
					cardfix = cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
					if (!(nk&NK_NO_ELEFIX))
					{
						int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
						for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
							if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
							if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
								 sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
								 sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
									continue;
							ele_fix += sd->right_weapon.addele2[i].rate;
						}
						cardfix = cardfix*(100+ele_fix)/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
					}
					cardfix = cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
					cardfix = cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
					cardfix = cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
					if( tstatus->race != RC_DEMIHUMAN ){
						cardfix = cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
					}
				}
				else
				{ // Melee attack
					if( !battle_config.left_cardfix_to_right )
					{
						cardfix = cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						if (!(nk&NK_NO_ELEFIX)) {
							int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
							for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
								if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
								if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
									 sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
									 sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
										continue;
								ele_fix += sd->right_weapon.addele2[i].rate;
							}
							cardfix = cardfix*(100+ele_fix)/100;
							cardfix = (cardfix < 0) ? 0 : cardfix; 
						}
						cardfix = cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						cardfix = cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						cardfix = cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						if( tstatus->race != RC_DEMIHUMAN ){
							cardfix = cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
							cardfix = (cardfix < 0) ? 0 : cardfix; 
						}
						if( left&1 )
						{
							cardfix_ = cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
							cardfix_ = (cardfix_ < 0) ? 0 : cardfix_; 
							if (!(nk&NK_NO_ELEFIX))	{
								int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
								for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
									if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
									if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
										 sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
										 sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
											continue;
									ele_fix_lh += sd->left_weapon.addele2[i].rate;
								}
								cardfix = cardfix*(100+ele_fix_lh)/100;
								cardfix = (cardfix < 0) ? 0 : cardfix; 
							}
							cardfix_ = cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
							cardfix_ = (cardfix_ < 0) ? 0 : cardfix_; 
							cardfix_ = cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
							cardfix_ = (cardfix_ < 0) ? 0 : cardfix_; 
							cardfix_ = cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
							cardfix_ = (cardfix_ < 0) ? 0 : cardfix_; 
							if( tstatus->race != RC_DEMIHUMAN ){
								cardfix_ = cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
								cardfix_ = (cardfix_ < 0) ? 0 : cardfix_; 
							}
						}
					}
					else
					{
						int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
						for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
							if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
							if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
								 sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
								 sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
									continue;
							ele_fix += sd->right_weapon.addele2[i].rate;
						}
						for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
							if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
							if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
								 sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
								 sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
									continue;
							ele_fix += sd->left_weapon.addele2[i].rate;
						}

						cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						cardfix=cardfix*(100+ele_fix)/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						if( tstatus->race != RC_DEMIHUMAN ){
							cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
							cardfix = (cardfix < 0) ? 0 : cardfix; 
						}
					}
				}
				for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
				{
					if( sd->right_weapon.add_dmg[i].class_ == t_class )
					{
						cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						break;
					}
				}

				if( left&1 )
				{
					for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
					{
						if( sd->left_weapon.add_dmg[i].class_ == t_class )
						{
							cardfix_ = cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
							cardfix_ = (cardfix_ < 0) ? 0 : cardfix_; 
							break;
						}
					}
				}

/*
				[Durant_LDAMAGE]
				if( flag&BF_LONG )
					cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
*/
				if( (left&1) && cardfix_ != 1000 ){
					cardfix_ = (cardfix_ < 0) ? 0 : cardfix_; 
					bccDAMAGE_RATE(cardfix_)
				}else if( cardfix != 1000 )
					bccDAMAGE_RATE(cardfix)

			} else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ){ //Target cards should be checked
				if( !(nk&NK_NO_ELEFIX) )
				{
					int ele_fix = tsd->subele[s_ele];
					for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
					{
						if(tsd->subele2[i].ele != s_ele) continue;
						if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
							 tsd->subele2[i].flag&flag&BF_RANGEMASK &&
							 tsd->subele2[i].flag&flag&BF_SKILLMASK))
							continue;
						ele_fix += tsd->subele2[i].rate;
					}
					cardfix = cardfix*(100-ele_fix)/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
					if( left&1 && s_ele_ != s_ele )
					{
						int ele_fix_lh = tsd->subele[s_ele_];
						for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
						{
							if(tsd->subele2[i].ele != s_ele_) continue;
							if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
								 tsd->subele2[i].flag&flag&BF_RANGEMASK &&
								 tsd->subele2[i].flag&flag&BF_SKILLMASK))
								continue;
							ele_fix_lh += tsd->subele2[i].rate;
						}
						cardfix = cardfix*(100-ele_fix_lh)/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
					}
				}
				cardfix = cardfix*(100-tsd->subsize[sstatus->size])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
	 			cardfix = cardfix*(100-tsd->subrace2[s_race2])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix = cardfix*(100-tsd->subrace[sstatus->race])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix = cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix;
				if( sstatus->race != RC_DEMIHUMAN ){
					cardfix = cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}
				for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
					if( tsd->add_def[i].class_ == s_class ) {
						cardfix = cardfix*(100-tsd->add_def[i].rate)/100;
						cardfix = (cardfix < 0) ? 0 : cardfix; 
						break;
					}
				}

				if( flag&BF_SHORT ){
					cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}else{	// BF_LONG (there's no other choice)
					cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}

				if( tsd->sc.data[SC_DEF_RATE] ){
					cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}
				if( cardfix != 1000 )
					bccDAMAGE_RATE(cardfix)
			}
			break;
		case BF_MISC:
			if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
			// misc damage reduction from equipment
				if (!(nk&NK_NO_ELEFIX))
				{
					int ele_fix = tsd->subele[s_ele];
					for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
					{
						if(tsd->subele2[i].ele != s_ele) continue;
						if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
							 tsd->subele2[i].flag&flag&BF_RANGEMASK &&
							 tsd->subele2[i].flag&flag&BF_SKILLMASK))
							continue;
						ele_fix += tsd->subele2[i].rate;
					}
					cardfix  =cardfix*(100-ele_fix)/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}
				cardfix = cardfix*(100-tsd->subsize[sstatus->size])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix = cardfix*(100-tsd->subrace2[s_race2])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix = cardfix*(100-tsd->subrace[sstatus->race])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				cardfix = cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				if( sstatus->race != RC_DEMIHUMAN ){
					cardfix = cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}

				cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
				cardfix = (cardfix < 0) ? 0 : cardfix; 
				if( flag&BF_SHORT ){
					cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}else{	// BF_LONG (there's no other choice)
					cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
					cardfix = (cardfix < 0) ? 0 : cardfix; 
				}

				if (cardfix != 1000)
					bccDAMAGE_RATE(cardfix)
			}
			break;
	}

	return (damage < 1) ?  (1-original_damage) : (damage - original_damage) ;
}

/*==========================================
 * Check dammage trough status.
 * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status...
 * After this we apply bg/gvg reduction
 *------------------------------------------*/
int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,uint16 skill_id,uint16 skill_lv)
{
	struct map_session_data *sd = NULL;
	struct status_change *sc;
	struct status_change_entry *sce;
	int div_ = d->div_, flag = d->flag;

	nullpo_ret(bl);

	if( !damage )
		return 0;
	if( battle_config.ksprotection && mob_ksprotected(src, bl) )
		return 0;

	if (bl->type == BL_PC) {
		sd=(struct map_session_data *)bl;
		//Special no damage states
		if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
			DAMAGE_SUBRATE(sd->special_state.no_weapon_damage)

		if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
			DAMAGE_SUBRATE(sd->special_state.no_magic_damage)

		if(flag&BF_MISC && sd->special_state.no_misc_damage)
			DAMAGE_SUBRATE(sd->special_state.no_misc_damage)

		if(!damage) return 0;
	}

	sc = status_get_sc(bl);

	if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
		return 1;

	if (skill_id == PA_PRESSURE)
		return damage; //This skill bypass everything else.

	if( sc && sc->count )
	{
		//First, sc_*'s that reduce damage to 0.
		if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
		{
			d->dmg_lv = ATK_BLOCK;
			return 0;
		}
		if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
			if( skill_id == MG_NAPALMBEAT ||
				skill_id == MG_SOULSTRIKE ||
				skill_id == WL_SOULEXPANSION ||
				(skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
				(!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
					){
				if( skill_id == WL_SOULEXPANSION )
					damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
				status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
			}else{
				d->dmg_lv = ATK_BLOCK;
				return 0;
			}
		}

		if(sc->data[SC_ZEPHYR] &&
			(flag&(BF_LONG|BF_SHORT)) == (BF_SHORT|BF_LONG)){
				d->dmg_lv = ATK_BLOCK;
				return 0;
		}

		if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
		{
			struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
			//uint16 skill_id = sc->data[SC_SAFETYWALL]->val2; (safetywall or steinwand)
			if (group) {
			//in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
			#ifdef RENEWAL
				d->dmg_lv = ATK_BLOCK;
				if ( ( group->val2 - damage) > 0 ) {
					group->val2 -= damage;
				} else
					skill_delunitgroup(group);
				return 0;
			#else
				if (--group->val2<=0)
					skill_delunitgroup(group);
				d->dmg_lv = ATK_BLOCK;
				return 0;
			#endif
			}
			status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
		}

		if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) {
			d->dmg_lv = ATK_BLOCK;
			return 0;
		}
		if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
		{
			clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
			d->dmg_lv = ATK_BLOCK;
			sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
			return 0;
		}
		if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
		{
			int delay;
			clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
			// different delay depending on skill level [celest]
			if (sce->val1 <= 5)
				delay = 300;
			else if (sce->val1 > 5 && sce->val1 <= 9)
				delay = 200;
			else
				delay = 100;
			unit_set_walkdelay(bl, gettick(), delay, 1);

			if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
				skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
			return 0;
		}

		if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
			clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
			sce->val3 -= damage; // absorb damage
			d->dmg_lv = ATK_BLOCK;
			sc_start(src,bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
			if( sce->val3 <= 0 ) { // Shield Down
				sce->val2--;
				if( sce->val2 > 0 ) {
					if( sd )
						clif_millenniumshield(sd,sce->val2);
					sce->val3 = 1000; // Next Shield
				} else
					status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
			}
			return 0;
		}


		if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
		{ // attack blocked by Parrying
			clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
			return 0;
		}

		if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
			(flag&BF_LONG || sc->data[SC_SPURT])
			&& rnd()%100 < 20) {
			if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
			clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
			if (!sc->data[SC_COMBO])
				sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
			return 0;
		}

		if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
			return 0;

		if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
			return 0;

		if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
			d->dmg_lv = ATK_MISS;
			return 0;
		}

		if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
		{	//Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
			clif_specialeffect(bl, 462, AREA);
			//Shouldn't end until Breaker's non-weapon part connects.
#ifndef RENEWAL
			if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
#endif
				if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
					status_change_end(bl, SC_KAUPE, INVALID_TIMER);
			return 0;
		}

		if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
			clif_specialeffect(bl, 462, AREA); // Still need confirm it.
			return 0;
		}

		if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
		&& flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {

			skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
			if( !status_isdead(src) )
				skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
			if (sce) {
				clif_specialeffect(bl, 462, AREA);
				skill_blown(src,bl,sce->val3,-1,0);
			}
			//Both need to be consumed if they are active.
			if (sce && --(sce->val2) <= 0)
				status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
			if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
				status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);

			return 0;
		}

		//Now damage increasing effects
		if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN )
		{
			if( src->type != BL_MER || skill_id == 0 )
				damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries

#ifndef RENEWAL
			if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
#endif
				status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
		}

#ifdef RENEWAL
		if( sc->data[SC_RAID] )
		{
			DAMAGE_ADDRATE(20)

			if (--sc->data[SC_RAID]->val1 == 0)
				status_change_end(bl, SC_RAID, INVALID_TIMER);
		}
#endif

		if( damage ) {
			struct map_session_data *tsd = BL_CAST(BL_PC, src);
			if( sc->data[SC_DEEPSLEEP] ) {
				damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
				status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
			}
			if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ){
				switch(tsd->status.weapon){
					case W_MACE:
					case W_2HMACE:
					case W_1HAXE:
					case W_2HAXE:
						DAMAGE_RATE(150)
						break;
					case W_MUSICAL:
					case W_WHIP:
						if(!sd->state.arrow_atk)
							break;
					case W_BOW:
					case W_REVOLVER:
					case W_RIFLE:
					case W_GATLING:
					case W_SHOTGUN:
					case W_GRENADE:
					case W_DAGGER:
					case W_1HSWORD:
					case W_2HSWORD:
						DAMAGE_RATE(50)
						break;
				}
			}
			if( sc->data[SC_VOICEOFSIREN] )
				status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
		}


		//Finally damage reductions....
		// Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
#ifndef RENEWAL
		if( sc->data[SC_ASSUMPTIO] ) {
			if( map_flag_vs(bl->m) )
				damage = (int64)damage*2/3; //Receive 66% damage
			else
				damage >>= 1; //Receive 50% damage
		}
#endif

		if(sc->data[SC_DEFENDER] &&
			(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
			DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2)

		if(sc->data[SC_ADJUSTMENT] &&
			(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
			DAMAGE_SUBRATE(20)

		if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH) {
			if(flag&BF_SKILL) //25% reduction
				DAMAGE_SUBRATE(25)
			else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
				damage >>= 2; //75% reduction
		}

		// Compressed code, fixed by map.h [Epoque]
		if (src->type == BL_MOB) {
			int i;
			if (sc->data[SC_MANU_DEF])
				for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
					if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
						DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1)
						break;
					}
			if (sc->data[SC_SPL_DEF])
				for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
					if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
						DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1)
						break;
					}
		}

		//[Durant_LDAMAGE] target must be monster.
/*
		if(bl->type == BL_MOB && (sce=sc->data[SC_ARMOR])){
				if(sce->val1 == 10){

					struct map_session_data *ssd = BL_CAST(BL_PC, src);
					struct status_change *ssc = status_get_sc(src);
					int ARMOR_EFF[4] = {250,400,24,50};

					if(ssc && ssc->data[SC_GLORIA]) {
						ARMOR_EFF[0] += 150;
						ARMOR_EFF[1] += 300;
						ARMOR_EFF[2] += 12;
						ARMOR_EFF[3] += 30;
					}

					if(ssd && ssd->state.arrow_atk && skill_id){
						damage = (int)REDUCE_VALUE(damage,ARMOR_EFF[0]);
					}else if(ssd && skill_id){
						damage = (int)REDUCE_VALUE(damage,ARMOR_EFF[1]);
					}else if(ssd && ssd->state.arrow_atk){
						damage = (int)REDUCE_VALUE(damage,ARMOR_EFF[2]);
					}else if(ssd){
						damage = (int)REDUCE_VALUE(damage,ARMOR_EFF[3]);
					}
				}else {
*/
					if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
						(sce->val3&flag) && (sce->val4&flag) && (bl->type == BL_MOB)){
						DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2)
					}
//				}
//		}

#ifdef RENEWAL
		if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
#else
		if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
#endif
		{
			struct status_data *status = status_get_status_data(bl);
			int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
			per /=20; //Uses 20% SP intervals.
			//SP Cost: 1% + 0.5% per every 20% SP
			if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
				status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
			//Reduction: 6% + 6% every 20%
			DAMAGE_SUBRATE(6 * (1+per))
		}
		if(sc->data[SC_GRANITIC_ARMOR]){
			DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2)
		}
		if(sc->data[SC_PAIN_KILLER]){
			damage -= sc->data[SC_PAIN_KILLER]->val3;
			damage = max(0,damage);
		}
		if((sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ){
			skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
		}

		if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&BF_WEAPON && damage > 0 ) {
			sce->val2 -= damage;
			if( src->type == BL_PC ) {
				TBL_PC *ssd = BL_CAST(BL_PC, src);
				if (ssd && ssd->status.weapon != W_BOW)
					skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
			} else
				skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
			// 30% chance to reduce monster's ATK by 25% for 10 seconds.
			if( src->type == BL_MOB )
				sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
			if( sce->val2 <= 0 )
				status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
		}

/**
 * In renewal steel body reduces all incoming damage to 1/10
 **/
#ifdef RENEWAL
		if( sc->data[SC_STEELBODY] ) {
			damage = damage > 10 ? damage / 10 : 1;
		}
#endif

		//Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
		if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
		{
			status_change_end(bl, SC_BITE, INVALID_TIMER);
			status_change_end(bl, SC_ANKLE, INVALID_TIMER);
			status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
		}

		//Finally Kyrie because it may, or not, reduce damage to 0.
		if((sce = sc->data[SC_KYRIE]) && damage > 0){
			sce->val2-=damage;
			if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
				if(sce->val2>=0)
					damage=0;
				else
				  	damage=-sce->val2;
			}
			if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
				status_change_end(bl, SC_KYRIE, INVALID_TIMER);
		}

		if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value
			damage = 0;


		if (!damage) return 0;

		if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
			int dx[8]={0,-1,-1,-1,0,1,1,1};
			int dy[8]={1,1,0,-1,-1,-1,0,1};
			uint8 dir = map_calc_dir(bl, src->x, src->y);
			if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
				clif_slide(bl,src->x-dx[dir],src->y-dy[dir]);
				unit_setdir(bl, dir);
			}
			d->dmg_lv = ATK_DEF;
			status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
			return 0;
		}

		//Probably not the most correct place, but it'll do here
		//(since battle_drain is strictly for players currently)
		if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
			rnd()%100 < sce->val3)
			status_heal(src, (int64)damage*sce->val4/100, 0, 3);

		if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
			pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
		if (sc->data[SC_STYLE_CHANGE]) {
			TBL_HOM *hd = BL_CAST(BL_HOM,bl); //when being hit
			if (hd && (rnd()%100<(status_get_lv(bl)/2)) ) hom_addspiritball(hd, 10); //add a sphere
		}

		if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
			status_change_spread(bl, src); // Deadly infect attacked side

		if( sc && sc->data[SC__SHADOWFORM] ) {
			struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
			if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc.
				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
			} else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
				if( s_bl->type == BL_PC )
					((TBL_PC*)s_bl)->shadowform_id = 0;
			} else {
				if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
					status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
					if( s_bl->type == BL_PC )
						((TBL_PC*)s_bl)->shadowform_id = 0;
				} else {
					status_damage(bl, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0);
					return ATK_NONE;
				}
			}
		}

	}

	//SC effects from caster side.
	sc = status_get_sc(src);

	if (sc && sc->count)
	{
		if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
			DAMAGE_ADDRATE(75)
		// [Epoque]
		if (bl->type == BL_MOB)
		{
			int i;

			if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
				 ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
				)
				for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
					if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
						DAMAGE_ADDRATE(sce->val1)
						break;
					}
			if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
				 ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
				)
				for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
					if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
						DAMAGE_ADDRATE(sce->val1)
						break;
					}
		}
		if( sc->data[SC_POISONINGWEAPON]
			&& ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //chk skill type poison_smoke is a unit
			&& (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some dammage and chance ok (why no additional effect ??
			sc_start(src,bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
		if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
			status_change_spread(src, bl);
		if (sc->data[SC_STYLE_CHANGE]) {
			TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
			if (hd && (rnd()%100<(20+status_get_lv(bl)/5)) ) hom_addspiritball(hd, 10);
		}
	}

	if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp)
	{
		if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
			if (flag&BF_WEAPON)
				DAMAGE_RATE(battle_config.pk_weapon_damage_rate)
			if (flag&BF_MAGIC)
				DAMAGE_RATE(battle_config.pk_magic_damage_rate)
			if (flag&BF_MISC)
				DAMAGE_RATE(battle_config.pk_misc_damage_rate)
		} else { //Normal attacks get reductions based on range.
			if (flag & BF_SHORT)
				DAMAGE_RATE(battle_config.pk_short_damage_rate)
			if (flag & BF_LONG)
				DAMAGE_RATE(battle_config.pk_long_damage_rate)
		}
		if(!damage) damage  = 1;
	}

	if(battle_config.skill_min_damage && damage > 0 && damage < div_)
	{
		if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
			|| (flag&BF_MAGIC && battle_config.skill_min_damage&2)
			|| (flag&BF_MISC && battle_config.skill_min_damage&4)
		)
			damage = div_;
	}

	if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
		if (damage > 0 )
			mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
		if (skill_id)
			mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
	}
	if( sd ) {
		if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
			short element = skill_get_ele(skill_id, skill_lv);
			if( !skill_id || element == -1 ) { //Take weapon's element
				struct status_data *sstatus = NULL;
				if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
					element = ((TBL_PC*)src)->bonus.arrow_ele;
				else if( (sstatus = status_get_status_data(src)) ) {
					element = sstatus->rhw.ele;
				}
			}
			else if( element == -2 ) //Use enchantment's element
				element = status_get_attack_sc_element(src,status_get_sc(src));
			else if( element == -3 ) //Use random element
				element = rnd()%ELE_MAX;
			if( element == ELE_FIRE || element == ELE_WATER )
				pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
		}
	}

	return damage;
}

/*==========================================
 * Calculates BG related damage adjustments.
 *------------------------------------------*/
int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, uint16 skill_id, uint16 skill_lv, int flag)
{
	if( !damage )
		return 0;

	if( bl->type == BL_MOB )
	{
		struct mob_data* md = BL_CAST(BL_MOB, bl);
		if( map[bl->m].flag.battleground && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) && flag&BF_SKILL )
			return 0; // Crystal cannot receive skill damage on battlegrounds
	}

	switch( skill_id )
	{
		case PA_PRESSURE:
		case HW_GRAVITATION:
		case NJ_ZENYNAGE:
		case KO_MUCHANAGE:
			break;
		default:
			if( flag&BF_SKILL )
			{ //Skills get a different reduction than non-skills. [Skotlex]
				if( flag&BF_WEAPON )
					DAMAGE_RATE(battle_config.bg_weapon_damage_rate)
				if( flag&BF_MAGIC )
					DAMAGE_RATE(battle_config.bg_magic_damage_rate)
				if(	flag&BF_MISC )
					DAMAGE_RATE(battle_config.bg_misc_damage_rate)
			}
			else
			{ //Normal attacks get reductions based on range.
				if( flag&BF_SHORT )
					DAMAGE_RATE(battle_config.bg_short_damage_rate)
				if( flag&BF_LONG )
					DAMAGE_RATE(battle_config.bg_long_damage_rate)
			}

			if( !damage ) damage = 1;
	}

	return damage;
}

/*==========================================
 * Calculates GVG related damage adjustments.
 *------------------------------------------*/
int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
{
	struct mob_data* md = BL_CAST(BL_MOB, bl);
	int class_ = status_get_class(bl);

	if (!damage) //No reductions to make.
		return 0;

	if(md && md->guardian_data) {
		if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
		//Skill immunity.
			switch (skill_id) {
#ifndef RENEWAL
			case MO_TRIPLEATTACK:
#endif
			case HW_GRAVITATION:
				break;
			default:
				return 0;
			}
		}
		if(src->type != BL_MOB) {
			struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));

			if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
				return 0;

			if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
				return 0; // [MouseJstr]
		}
	}

	switch (skill_id) {
	//Skills with no damage reduction.
	case PA_PRESSURE:
	case HW_GRAVITATION:
	case NJ_ZENYNAGE:
	case KO_MUCHANAGE:
	case RK_DRAGONBREATH:
		break;
	default:
		/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
		if (md && md->guardian_data) {
			damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
		}
		*/
		if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
			if (flag&BF_WEAPON)
				DAMAGE_RATE(battle_config.gvg_weapon_damage_rate)
			if (flag&BF_MAGIC)
				DAMAGE_RATE(battle_config.gvg_magic_damage_rate)
			if (flag&BF_MISC)
				DAMAGE_RATE(battle_config.gvg_misc_damage_rate)
		} else { //Normal attacks get reductions based on range.
			if (flag & BF_SHORT)
				DAMAGE_RATE(battle_config.gvg_short_damage_rate)
			if (flag & BF_LONG)
				DAMAGE_RATE(battle_config.gvg_long_damage_rate)
		}
		if(!damage) damage  = 1;
	}
	return damage;
}

/*==========================================
 * HP/SP drain calculation
 *------------------------------------------*/
static int battle_calc_drain(int damage, int rate, int per)
{
	int diff = 0;

	if (per && rnd()%1000 < rate) {
		diff = ((int64)damage * per) / 100;
		if (diff == 0) {
			if (per > 0)
				diff = 1;
			else
				diff = -1;
		}
	}
	return diff;
}

/*==========================================
 * Passif skill dammages increases
 *------------------------------------------*/
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
	int damage,skill;
	struct status_data *status = status_get_status_data(target);
	int weapon;
#ifdef RENEWAL
	damage = 0;
#else
	damage = dmg;
#endif

	nullpo_ret(sd);

	if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
		target->type == BL_MOB && //This bonus doesnt work against players.
		(battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
		damage += (skill*(int)(3+(sd->status.base_level+1)*0.05));	// submitted by orn
		//damage += (skill * 3);
	if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
		damage += (skill * 5);
	if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
		damage += (skill * 10);
	if( pc_ismadogear(sd) )
		damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);

	if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
		damage += (skill * 4);
		if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
			damage += sd->status.str;
	}

	if(type == 0)
		weapon = sd->weapontype1;
	else
		weapon = sd->weapontype2;
	switch(weapon) {
		case W_1HSWORD:
			#ifdef RENEWAL
				if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
					damage += (skill * 3);
			#endif
		case W_DAGGER:
			if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
				damage += (skill * 4);
			if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
				damage += skill * 10;
			break;
		case W_2HSWORD:
			#ifdef RENEWAL
				if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
					damage += (skill * 3);
			#endif
			if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
				damage += (skill * 4);
			break;
		case W_1HSPEAR:
		case W_2HSPEAR:
			if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
				if(!pc_isriding(sd) || !pc_isridingdragon(sd))
					damage += (skill * 4);
				else
					damage += (skill * 5);
				// Increase damage by level of KN_SPEARMASTERY * 10
				if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
					damage += (skill * 10);
			}
			break;
		case W_1HAXE:
		case W_2HAXE:
			if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
				damage += (skill * 3);
			if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
				damage += (skill * 5);
			break;
		case W_MACE:
		case W_2HMACE:
			if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
				damage += (skill * 3);
			if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
				damage += (skill * 5);
			break;
		case W_FIST:
			if((skill = pc_checkskill(sd,TK_RUN)) > 0)
				damage += (skill * 10);
			// No break, fallthrough to Knuckles
		case W_KNUCKLE:
			if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
				damage += (skill * 3);
			break;
		case W_MUSICAL:
			if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
				damage += (skill * 3);
			break;
		case W_WHIP:
			if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
				damage += (skill * 3);
			break;
		case W_BOOK:
			if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
				damage += (skill * 3);
			break;
		case W_KATAR:
			if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
				damage += (skill * 3);
			break;
	}
	
	if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) // weapon research bonus applies to all weapons
		damage += skill*2;
		
	if(sd->sc.data[SC_GN_CARTBOOST]) // cart boost adds mastery type damage
		damage += 10*sd->sc.data[SC_GN_CARTBOOST]->val1;

	return damage;
}

#ifdef RENEWAL
static int battle_calc_sizefix(int damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
{
	if (sd)
	{
		//SizeFix only for players
		if (!(sd->special_state.no_sizefix) || flag)
			DAMAGE_RATE(weapon_type==EQI_HAND_L?
				sd->left_weapon.atkmods[t_size]:
				sd->right_weapon.atkmods[t_size])

	}
	return damage;
}

static int battle_calc_status_attack(struct status_data *status, short hand)
{
	//left-hand penalty on sATK is always 50% [Baalberith]
	if (hand == EQI_HAND_L)
		return status->batk;
	else
		return 2 * status->batk;
}

static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
{
	struct status_data *status = status_get_status_data(src);
	unsigned short atkmax = status_weapon_atk(*wa,status);
	unsigned short atkmin = atkmax;
	int damage, weapon_perfection = 0;
	struct status_change *sc = status_get_sc(src);
	unsigned char type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;

	if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
		atkmin -= wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
		atkmax += wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
	}

	if (sc && sc->data[SC_MAXIMIZEPOWER])
		damage = atkmax;
	else
		damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0) + atkmin;

	if (sc && sc->data[SC_WEAPONPERFECTION])
		weapon_perfection = 1;
	damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);

	return damage;
}
#endif
/*==========================================
 * Calculates the standard damage of a normal attack assuming it hits,
 * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
 * This applies to pre-renewal and non-sd in renewal
 *------------------------------------------
 * Pass damage2 as NULL to not calc it.
 * Flag values:
 * &1: Critical hit
 * &2: Arrow attack
 * &4: Skill is Magic Crasher
 * &8: Skip target size adjustment (Extremity Fist?)
 *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
 */
static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
{
	unsigned int atkmin=0, atkmax=0;
	short type = 0;
	int damage = 0;

	if (!sd) { //Mobs/Pets
		if(flag&4) {
			atkmin = status->matk_min;
			atkmax = status->matk_max;
		} else {
			atkmin = wa->atk;
			atkmax = wa->atk2;
		}
		if (atkmin > atkmax)
			atkmin = atkmax;
	} else { //PCs
		atkmax = wa->atk;
		type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R; 

		if (!(flag&1) || (flag&2)) { //Normal attacks
			atkmin = status->dex;

			if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
				atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;

			if (atkmin > atkmax)
				atkmin = atkmax;

			if(flag&2 && !(flag&16)) { //Bows
				atkmin = atkmin*atkmax/100;
				if (atkmin > atkmax)
					atkmax = atkmin;
			}
		} 
	}

	if (sc && sc->data[SC_MAXIMIZEPOWER])
		atkmin = atkmax;

	//Weapon Damage calculation
	if (!(flag&1))
		damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
	else
		damage = atkmax;

	if (sd) {
		//rodatazone says the range is 0~arrow_atk-1 for non crit
		if (flag&2 && sd->bonus.arrow_atk)
			damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );

		//SizeFix only for players
		if (!(sd->special_state.no_sizefix || (flag&8)))
			DAMAGE_RATE(type==EQI_HAND_L?
				sd->left_weapon.atkmods[t_size]:
				sd->right_weapon.atkmods[t_size])
	}

	//Finally, add baseatk
	if(flag&4)
		damage += status->matk_min;
#ifdef RENEWAL
	else if(flag&32)
		damage += status->matk_min + status->batk;
#endif
	else
		damage += status->batk;

	//rodatazone says that Overrefine bonuses are part of baseatk
	//Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
	if(sd) {
		if (type == EQI_HAND_L) {
			if(sd->left_weapon.overrefine)
				damage += rnd()%sd->left_weapon.overrefine+1;
			if (sd->weapon_atk_rate[sd->weapontype2])
				DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2])
		} else { //Right hand
			if(sd->right_weapon.overrefine)
				damage += rnd()%sd->right_weapon.overrefine+1;
			if (sd->weapon_atk_rate[sd->weapontype1])
				DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1])
		}
	}
	
#ifdef RENEWAL
	if (flag&1)
		damage = (damage * 14) / 10;
#endif

	return damage;
}

/*==========================================
 * Consumes ammo for the given skill.
 *------------------------------------------*/
void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
{
	int qty=1;
	if (!battle_config.arrow_decrement)
		return;

	if (skill) {
		qty = skill_get_ammo_qty(skill, lv);
		if (!qty) qty = 1;
	}

	if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
		pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);

	sd->state.arrow_atk = 0;
}

static int battle_range_type(
	struct block_list *src, struct block_list *target,
	uint16 skill_id, uint16 skill_lv)
{	//Skill Range Criteria
	if (battle_config.skillrange_by_distance &&
		(src->type&battle_config.skillrange_by_distance)
	) { //based on distance between src/target [Skotlex]
		if (check_distance_bl(src, target, 5))
			return BF_SHORT;
		return BF_LONG;
	}
	//based on used skill's range
	if (skill_get_range2(src, skill_id, skill_lv) < 5)
		return BF_SHORT;
	return BF_LONG;
}

static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
{
	int i;
	if (!sd->skillblown[0].id)
		return 0;
	//Apply the bonus blewcount. [Skotlex]
	for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
		if (sd->skillblown[i].id == skill_id)
			return sd->skillblown[i].val;
	}
	return 0;
}

struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);

/*=======================================================
 * Should infinite defense be applied on target? (plant)
 *-------------------------------------------------------*/
static bool target_has_infinite_defense(struct block_list *target, int skill_id)
{
	struct status_data *tstatus = status_get_status_data(target);
	if(target->type == BL_SKILL){
		TBL_SKILL *su = (TBL_SKILL*)target;
		if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
			return true;
	}
	return (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
#ifdef RENEWAL
		&& skill_id != HT_FREEZINGTRAP && skill_id != HT_CLAYMORETRAP
#endif
	);
}

/*========================
 * Is attack arrow based?
 *------------------------*/
static bool is_skill_using_arrow(struct block_list *src, int skill_id)
{
	if(src != NULL) {
		struct status_data *sstatus = status_get_status_data(src);
		struct map_session_data *sd = BL_CAST(BL_PC, src);
		return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC));
	} else
		return false;
}

/*=========================================
 * Is attack right handed? By default yes.
 *-----------------------------------------*/
static bool is_attack_right_handed(struct block_list *src, int skill_id)
{
	if(src != NULL) {
		struct map_session_data *sd = BL_CAST(BL_PC, src);
		if(!skill_id)
		{	//Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
			if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
			{
				return false;
			}
		}
	}
	return true;
}

/*=======================================
 * Is attack left handed? By default no.
 *---------------------------------------*/
static bool is_attack_left_handed(struct block_list *src, int skill_id)
{

	if(src != NULL) {
		struct status_data *sstatus = status_get_status_data(src);
		struct map_session_data *sd = BL_CAST(BL_PC, src);
		if(!skill_id)
		{	//Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
			if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
				return true;
			
			if (sstatus->lhw.atk)
				return true;

			if (sd && sd->status.weapon == W_KATAR)
				return true;
		}
	}
	return false;
}

/*=============================
 * Do we score a critical hit?
 *-----------------------------*/
static bool is_attack_critical(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
{
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct map_session_data *tsd = BL_CAST(BL_PC, target);

	if (!first_call)
		return (wd.type == 0x0a);

	if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
		return true;

	if( !(wd.type&0x08) && sstatus->cri &&
		(!skill_id ||
		skill_id == KN_AUTOCOUNTER ||
		skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING ||
		skill_id == NJ_KIRIKAGE))
	{
		short cri = sstatus->cri;
		if (sd)
		{
			cri+= sd->critaddrace[tstatus->race];
			if(is_skill_using_arrow(src, skill_id))
				cri += sd->bonus.arrow_cri;
		}
		if( sc && sc->data[SC_CAMOUFLAGE] )
			cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
		//The official equation is *2, but that only applies when sd's do critical.
		//Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
		cri -= tstatus->luk*(!sd&&tsd?3:2);

		if( tsc && tsc->data[SC_SLEEP] ) {
			cri <<= 1;
		}
		switch (skill_id) {
			case KN_AUTOCOUNTER:
				if(battle_config.auto_counter_type &&
					(battle_config.auto_counter_type&src->type))
					return true;
				else
					cri <<= 1;
				break;
			case SN_SHARPSHOOTING:
			case MA_SHARPSHOOTING:
				cri += 200;
				break;
			case NJ_KIRIKAGE:
				cri += 250 + 50*skill_lv;
				break;
		}
		if(tsd && tsd->bonus.critical_def)
			cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
		return (rnd()%1000 < cri);
	}
	return 0;
}

/*==========================================================
 * Is the attack piercing? (Investigate/Ice Pick in pre-re)
 *----------------------------------------------------------*/
static int is_attack_piercing(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
{
	if (skill_id == MO_INVESTIGATE)
		return 2;

	if(src != NULL) {
		struct map_session_data *sd = BL_CAST(BL_PC, src);
		struct status_data *tstatus = status_get_status_data(target);
#ifdef RENEWAL
		if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS 
			&& skill_id != PA_SHIELDCHAIN && skill_id != ASC_BREAKER ) // Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit
#else
		if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS 
			&& skill_id != PA_SHIELDCHAIN && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
#endif
		{ //Elemental/Racial adjustments
			if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
				sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
				sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)))
			)
				if (weapon_position == EQI_HAND_R)
					return 1;

			if( sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
				sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
				sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)))
			)
			{ //Pass effect onto right hand if configured so. [Skotlex]
				if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {
					if (weapon_position == EQI_HAND_R)
						return 1;
				} else if (weapon_position == EQI_HAND_L)
					return 1;
			}
		}
	}
	return 0;
}

static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
{
	int nk = skill_get_nk(skill_id);
	if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
		nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
	return nk;
}

/*=============================
 * Checks if attack is hitting
 *-----------------------------*/
static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
{
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	int skill, nk;
	short flee, hitrate;

	if (!first_call)
		return (wd.dmg_lv != ATK_FLEE);

	nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);

	if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
		return true;
	else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
		return true;
	else if (sc && sc->data[SC_FUSION])
		return true;
	else if (skill_id == AS_SPLASHER && !wd.miscflag)
		return true;
	else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
		return true;
	else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
		return true;
	else if (nk&NK_IGNORE_FLEE)
		return true;

	flee = tstatus->flee;
#ifdef RENEWAL
	hitrate = 0; //Default hitrate
#else
	hitrate = 80; //Default hitrate
#endif

	if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
		unsigned char attacker_count; //256 max targets should be a sane max
		attacker_count = unit_counttargeted(target);
		if(attacker_count >= battle_config.agi_penalty_count) {
			if (battle_config.agi_penalty_type == 1)
				flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
			else //asume type 2: absolute reduction
				flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
			if(flee < 1) flee = 1;
		}
	}

	hitrate+= sstatus->hit - flee;

	if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks.
		tsc && tsc->data[SC_FOGWALL])
		hitrate -= 50;

	if(sd && is_skill_using_arrow(src, skill_id))
		hitrate += sd->bonus.arrow_hit;
#ifdef RENEWAL
	if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
		hitrate += pc_checkskill(sd,AC_VULTURE);
#endif

	if(skill_id)
		switch(skill_id)
	{	//Hit skill modifiers
		//It is proven that bonus is applied on final hitrate, not hit.
		case SM_BASH:
		case MS_BASH:
			hitrate += hitrate * 5 * skill_lv / 100;
			break;
		case MS_MAGNUM:
		case SM_MAGNUM:
			hitrate += hitrate * 10 * skill_lv / 100;
			break;
		case KN_AUTOCOUNTER:
		case PA_SHIELDCHAIN:
		case NPC_WATERATTACK:
		case NPC_GROUNDATTACK:
		case NPC_FIREATTACK:
		case NPC_WINDATTACK:
		case NPC_POISONATTACK:
		case NPC_HOLYATTACK:
		case NPC_DARKNESSATTACK:
		case NPC_UNDEADATTACK:
		case NPC_TELEKINESISATTACK:
		case NPC_BLEEDING:
			hitrate += hitrate * 20 / 100;
			break;
		case KN_PIERCE:
		case ML_PIERCE:
			hitrate += hitrate * 5 * skill_lv / 100;
			break;
		case AS_SONICBLOW:
			if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
				hitrate += hitrate * 50 / 100;
			break;
		case MC_CARTREVOLUTION:
		case GN_CART_TORNADO:
		case GN_CARTCANNON:
			if( sd && pc_checkskill(sd, GN_REMODELING_CART) )
				hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
			break;
//[Durant_LF]
		case LG_BANISHINGPOINT:
			hitrate += 3 * skill_lv;
			break;
		case GC_VENOMPRESSURE:
			hitrate += 10 + 4 * skill_lv;
			break;
//[Durant_LRATK]
		case NPC_RANDOMATTACK:
			hitrate += 40 + 6 * skill_lv;
			break;
	}
	else if( sd && wd.type&0x08 && wd.div_ == 2 ) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this)
		hitrate += pc_checkskill(sd,TF_DOUBLE);

	if( sd ) {
		// Weaponry Research hidden bonus
		if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
			hitrate += hitrate * ( 2 * skill ) / 100;

		if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
			(skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
			hitrate += 3 * skill;
	}

	hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
	return (rnd()%100 < hitrate);
}

/*==========================================
 * If attack ignores def..
 *------------------------------------------*/
static bool attack_ignores_def(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
{
	struct status_data *tstatus = status_get_status_data(target);
	struct status_change *sc = status_get_sc(src);
	struct map_session_data *sd = BL_CAST(BL_PC, src);

	int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
#ifndef RENEWAL
	if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
		return true;
	else
#endif
	if (sc && sc->data[SC_FUSION])
		return true;
#ifdef RENEWAL
	else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Soul Breaker no longer gains ignore def from weapon
#else
	else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
#endif
	{	//Ignore Defense?
		if (sd && ((sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele)) ||
			sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
			sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS))
		)
			if (weapon_position == EQI_HAND_R)
				return true;

		if (sd && ((sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele)) ||
			sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
			sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS))
		) {
			if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
				if (weapon_position == EQI_HAND_R)
					return true;
			} else if (weapon_position == EQI_HAND_L)
				return true;
		}
	}

	return (nk&NK_IGNORE_DEF);
}

/*================================================
 * Should skill attack consider VVS and masteries?
 *------------------------------------------------*/
static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
{
	if (
#ifndef RENEWAL
		skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
#endif
		skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
			return false;

	return true;
}

#ifdef RENEWAL
/*========================================
 * Calulate equipment ATK for renewal ATK
 *----------------------------------------*/
static int battle_calc_equip_attack(struct block_list *src, int skill_id)
{
	if(src != NULL) {
		struct status_data *status = status_get_status_data(src);
		struct map_session_data *sd = BL_CAST(BL_PC, src);
		if(sd)
			return is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk + status->eatk : status->eatk; // add arrow atk if using an applicable skill
		else
			return status->eatk;
	}
	return 0; // shouldn't happen but just in case
}
#endif

/*========================================
 * Returns the element type of attack
 *----------------------------------------*/
static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct status_change *sc = status_get_sc(src);
	struct status_data *sstatus = status_get_status_data(src);
	int i;
	int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
	int element = skill_get_ele(skill_id, skill_lv);

	if( !skill_id || element == -1 )
	{ //Take weapon's element
		if (weapon_position == EQI_HAND_R)
			element = sstatus->rhw.ele;
		else
			element = sstatus->lhw.ele;
		if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
			element = sd->bonus.arrow_ele;
		if( battle_config.attack_attr_none&src->type )
			element = ELE_NONE; //Weapon's element is "not elemental"
		// endows override all other elements
		if( sd ){ //Summoning 10 talisman will endow your weapon.
			ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
			if( i < 5 ) 
				element = i;
			if(sc) { // check for endows
				if(sc->data[SC_ENCHANTARMS])
					element = sc->data[SC_ENCHANTARMS]->val2;
			}
		}
	}
	else if( element == -2 ) //Use enchantment's element
		element = status_get_attack_sc_element(src,sc);
	else if( element == -3 ) //Use random element
		element = rnd()%ELE_MAX;

	switch( skill_id )
	{
		case GS_GROUNDDRIFT:
			element = wd.miscflag; //element comes in flag.
			break;
		case LK_SPIRALPIERCE:
			if (!sd) 
				element = ELE_NEUTRAL; //forced neutral for monsters
			break;
		case KO_KAIHOU:
			if( sd ){
				ARR_FIND(1, 6, i, sd->talisman[i] > 0);
				if( i < 5 )
					element = i;
			}
			break;
	}

	if (!(nk & NK_NO_ELEFIX) && element != ELE_NONE)
		if (src->type == BL_HOM)
			element = ELE_NONE; //skill is "not elemental"

	if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) {
		element = ELE_HOLY;
	}

// calc_flag means the element should be calculated for damage only
if (calc_for_damage_only)
	return element;

#ifdef RENEWAL
		if (skill_id == CR_SHIELDBOOMERANG)
			element = ELE_NEUTRAL;
#endif

	return element;
}

/*========================================
 * Do element damage modifier calculation
 *----------------------------------------*/
static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct status_change *sc = status_get_sc(src);
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
	int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);

	int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);

	if( !(nk&NK_NO_ELEFIX) && right_element != ELE_NONE )
	{	//Elemental attribute fix
		if( wd.damage > 0 )
		{
			wd.damage=battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
			
			if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution apply the element fix once more with neutral element
				wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
			
			if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
				wd.damage += battle_attr_fix(src, target, 50*skill_lv, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
				
		}
		if( is_attack_left_handed(src, skill_id) && wd.damage2 > 0 )
			wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
		if( sc && sc->data[SC_WATK_ELEMENT] )
		{ // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
			int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
			wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);

			if( is_attack_left_handed(src, skill_id) )
			{
				damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
				wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
			}
		}
	}
	return wd;
}

#define ATK_RATE(damage, damage2, a ) {damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(a)/100; }
#define ATK_RATE2(damage, damage2, a , b ) { damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(b)/100; }
#define ATK_RATER(damage, a){ damage = (int64)damage*(a)/100;}
#define ATK_RATEL(damage2, a){ damage2 = (int64)damage2*(a)/100;}
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define ATK_ADDRATE(damage, damage2, a ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(a)/100; }
#define ATK_ADDRATE2(damage, damage2, a , b ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(b)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define ATK_ADD(damage, damage2, a ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= a; }
#define ATK_ADD2(damage, damage2, a , b ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= b; }

#ifdef RENEWAL
#define RE_ALLATK_ADD(wd, a ) {ATK_ADD(wd.statusAtk, wd.statusAtk2, a); ATK_ADD(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADD(wd.equipAtk, wd.equipAtk2, a); ATK_ADD(wd.masteryAtk, wd.masteryAtk2, a); }
#define RE_ALLATK_RATE(wd, a ) {ATK_RATE(wd.statusAtk, wd.statusAtk2, a); ATK_RATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_RATE(wd.equipAtk, wd.equipAtk2, a); ATK_RATE(wd.masteryAtk, wd.masteryAtk2, a); }
#define RE_ALLATK_ADDRATE(wd, a ) {ATK_ADDRATE(wd.statusAtk, wd.statusAtk2, a); ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, a); ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, a); ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, a); }
#else
#define RE_ALLATK_ADD(wd, a ) {;}
#define RE_ALLATK_RATE(wd, a ) {;}
#define RE_ALLATK_ADDRATE(wd, a ) {;}
#endif

static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct status_change *sc = status_get_sc(src);
	struct status_data *sstatus = status_get_status_data(src);
	int skill, i, skillratio;

	int t_class = status_get_class(target);

	if (sc) {
		if(sc->data[SC_CAMOUFLAGE]) {
			ATK_ADD(wd.damage, wd.damage2, 30 * min(10,sc->data[SC_CAMOUFLAGE]->val3) ); //max +300atk
#ifdef RENEWAL
			ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10,sc->data[SC_CAMOUFLAGE]->val3) ); //max +300atk
#endif
		}
	}

	if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
		skill_id != MO_INVESTIGATE &&
		skill_id != MO_EXTREMITYFIST &&
		skill_id != CR_GRANDCROSS)
	{	//Add mastery damage
		wd.damage = battle_addmastery(sd,target,wd.damage,0);
#ifdef RENEWAL
		wd.masteryAtk = battle_addmastery(sd,target,wd.weaponAtk,0);
#endif
		if (is_attack_left_handed(src, skill_id)) {
			wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
#ifdef RENEWAL
			wd.masteryAtk2 = battle_addmastery(sd,target,wd.weaponAtk2,1);
#endif
		}

		if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
		else
		ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
		if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
		{
			skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
			if (i == 2) skillratio += sstatus->str; //Star Anger
			if (skill<4)
				skillratio /= 12-3*skill;
			ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
#ifdef RENEWAL
			ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
#endif
		}
		if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
			ATK_ADD(wd.damage, wd.damage2, 3*skill);
#ifdef RENEWAL
			ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3*skill);
#endif
		}
	}
	return wd;
}

#ifdef RENEWAL
/*==========================================================
 * Calculate basic ATK that goes into the skill ATK formula
 *----------------------------------------------------------*/
struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct map_session_data *tsd = BL_CAST(BL_PC, target);

	int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
	int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);

	wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
	wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
	if (sd) {
		if(sd->sc.data[SC_SEVENWIND]) // Mild Wind applies element to sATK as well
			wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
	}

	wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
	wd.weaponAtk = battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);

	wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
	wd.weaponAtk2 = battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);

	wd.equipAtk += battle_calc_equip_attack(src, skill_id);
	wd.equipAtk = battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);

	wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
	wd.equipAtk2 = battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);

	wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);

	if(tsd) {// Card Fix for target

		//[Durant_LDAMAGE]
		wd.statusAtk += battle_calc_cardfix_status(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.statusAtk, is_attack_left_handed(src, skill_id), wd.flag);
		wd.statusAtk2 += battle_calc_cardfix_status(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.statusAtk2, is_attack_left_handed(src, skill_id), wd.flag);

		wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, is_attack_left_handed(src, skill_id), wd.flag);
		wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, is_attack_left_handed(src, skill_id), wd.flag);

		wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, is_attack_left_handed(src, skill_id), wd.flag);
		wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, is_attack_left_handed(src, skill_id), wd.flag);

		wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), ELE_NONE, ELE_NONE, wd.masteryAtk, is_attack_left_handed(src, skill_id), wd.flag);
		wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), ELE_NONE, ELE_NONE, wd.masteryAtk2, is_attack_left_handed(src, skill_id), wd.flag);
	}

	wd.damage = 0;
	wd.damage2 = 0;

	return wd;
}
#endif

/*==========================================================
 * Calculate basic ATK that goes into the skill ATK formula
 *----------------------------------------------------------*/
struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	struct status_change *sc = status_get_sc(src);
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct map_session_data *sd = BL_CAST(BL_PC, src);
#ifdef RENEWAL
	struct map_session_data *tsd = BL_CAST(BL_PC, target);
#endif
	int i, skill;
	
	int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);

	switch (skill_id)
		{	//Calc base damage according to skill
			case PA_SACRIFICE:
				wd.damage = (int64)sstatus->max_hp* 9/100;
				wd.damage2 = 0;
#ifdef RENEWAL
				wd.weaponAtk = wd.damage;
				wd.weaponAtk2 = wd.damage2;
#endif
				break;
#ifdef RENEWAL
			case LK_SPIRALPIERCE:
			case ML_SPIRALPIERCE:
				if (sd) {
					short index = sd->equip_index[EQI_HAND_R];
					//[Durant_LDAMAGE]
					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == IT_WEAPON)
						wd.equipAtk += ((sd->inventory_data[index]->weight/20)*((skill_lv+1)/2)); // weight from spear is treated as equipment ATK on official [helvetica]
					
					wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
					wd.masteryAtk = 0; // weapon mastery is ignored for spiral
				} else {
					wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
				}
				
				switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
					case SZ_SMALL: //Small: 125%
						ATK_RATE(wd.damage, wd.damage2, 125);
						RE_ALLATK_RATE(wd, 125);
						break;
					//case SZ_MEDIUM: //Medium: 100%
					case SZ_BIG: //Large: 75%
						ATK_RATE(wd.damage, wd.damage2, 75);
						RE_ALLATK_RATE(wd, 75);
						break;
				}
#else
			case NJ_ISSEN:
				wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
				wd.damage2 = 0;
				break;
			case LK_SPIRALPIERCE:
			case ML_SPIRALPIERCE:
				if (sd) {
					short index = sd->equip_index[EQI_HAND_R];

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == IT_WEAPON)
						wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight

					ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
				} else {
					wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
				}

				i = sstatus->str/10;
				i*=i;
				ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
				switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
					case SZ_SMALL: //Small: 125%
						ATK_RATE(wd.damage, wd.damage2, 125);
						break;
					//case SZ_MEDIUM: //Medium: 100%
					case SZ_BIG: //Large: 75%
						ATK_RATE(wd.damage, wd.damage2, 75);
						break;
				}
#endif
				break;
			case TF_POISON: // Additional 15*skill level damage
				ATK_ADD(wd.damage, wd.damage2, 15*skill_lv);
#ifdef RENEWAL
				wd.weaponAtk = wd.damage;
				wd.weaponAtk2 = wd.damage2;
#endif
			case CR_SHIELDBOOMERANG:
			case PA_SHIELDCHAIN:
			case LG_SHIELDPRESS:
			case LG_EARTHDRIVE:
				wd.damage = sstatus->batk;
				if (sd) {
					short index = sd->equip_index[EQI_HAND_L];

					if (index >= 0 &&
						sd->inventory_data[index] &&
						sd->inventory_data[index]->type == IT_ARMOR)
						ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10);
				} else
					ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
#ifdef RENEWAL
				wd.weaponAtk = wd.damage;
				wd.weaponAtk2 = wd.damage2;
#endif				
				break;
			case HFLI_SBR44:	//[orn]
				if(src->type == BL_HOM) {
					wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
				}
				break;
			
			default:
			{
#ifdef RENEWAL
				if (sd)
					wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
				else {
					i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
						(!skill_id && sc && sc->data[SC_CHANGE]?4:0);

					wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
					if (is_attack_left_handed(src, skill_id))
						wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
				}
#else
				i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
					(is_skill_using_arrow(src, skill_id)?2:0)|
					(skill_id == HW_MAGICCRASHER?4:0)|
					(!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
					(skill_id == MO_EXTREMITYFIST?8:0)|
					(sc && sc->data[SC_WEAPONPERFECTION]?8:0);
				if (is_skill_using_arrow(src, skill_id) && sd)
				switch(sd->status.weapon) {
					case W_BOW:
					case W_REVOLVER:
					case W_GATLING:
					case W_SHOTGUN:
					case W_GRENADE:
						break;
					default:
						i |= 16; // for ex. shuriken must not be influenced by DEX
				}
				wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
				if (is_attack_left_handed(src, skill_id))
					wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
#endif

				if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
					if(wd.miscflag > 0) {
						wd.damage /= wd.miscflag;
#ifdef RENEWAL
						wd.statusAtk /= wd.miscflag;
						wd.weaponAtk /= wd.miscflag;
						wd.equipAtk /= wd.miscflag;
						wd.masteryAtk /= wd.miscflag;
#endif
					}
					else
						ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
				}

				//Add any bonuses that modify the base atk (pre-skills)
				if(sd) {
					if (sd->bonus.atk_rate) {
						ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
						RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
					}

#ifndef RENEWAL					
					if(is_attack_critical(wd, src, target, skill_id, skill_lv, false) && sd->bonus.crit_atk_rate) {
						ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
					}
#endif
					if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
						if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
							ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
							RE_ALLATK_ADDRATE(wd, 2*skill*i);
						}
					}
				}
				break;
			}	//End default case
		} //End switch(skill_id)
	return wd;
}

//For quick div adjustment.
#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
#define damage_div_fix2(dmg, div) { if (div > 1) (dmg)*=div; }
#define damage_div_fix_renewal(wd, div) { damage_div_fix2(wd.statusAtk, div); damage_div_fix2(wd.weaponAtk, div); damage_div_fix2(wd.equipAtk, div); damage_div_fix2(wd.masteryAtk, div); }
/*=======================================
 * Check for and calculate multi attacks
 *---------------------------------------*/
static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct status_data *tstatus = status_get_status_data(target);
	int i;

	if( sd && !skill_id ) {	//Check for double attack.
		if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
			|| ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
			|| ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
		{	//Success chance is not added, the higher one is used [Skotlex]
			if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) )
			{
				wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
				wd.type = 0x08;
			}
		}
		else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
		{
			wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
			wd.type = 0x08;
		}
		else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
			&& (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
				int chance = rnd()%100;
				wd.type = 0x08;
				switch(sc->data[SC_FEARBREEZE]->val1) {
					case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
					case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
					case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
					case 2:
					case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
				}
				wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
				sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
		}
	}

	switch (skill_id) {
		case RA_AIMEDBOLT:
			if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
				wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
			break;
		case SC_JYUMONJIKIRI:
			if( tsc && tsc->data[SC_JYUMONJIKIRI] )
				wd.div_ = wd.div_ * -1;// needs more info
			break;
	}
	
	return wd;
}

/*==================================================================================================
 * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
 *--------------------------------------------------------------------------------------------------*/
static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct map_session_data *tsd = BL_CAST(BL_PC, target);
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	int skillratio = 100;
	int i,skill = 0;

	//Skill damage modifiers that stack linearly
	if(sc && skill_id != PA_SACRIFICE)
	{
		if(sc->data[SC_OVERTHRUST])
			skillratio += sc->data[SC_OVERTHRUST]->val3;
		if(sc->data[SC_MAXOVERTHRUST])
			skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
		if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])
			skillratio += 100;
		if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 )
			skillratio += sc->data[SC_ZENKAI]->val1 * 2;
#ifdef RENEWAL
		if( sc && sc->data[SC_TRUESIGHT] )
			skillratio += 2*sc->data[SC_TRUESIGHT]->val1;
#endif
	}
	if (sd && (sd->status.weapon == W_KATAR) && ((skill=pc_checkskill(sd,ASC_KATAR)) > 0)) { // Adv. Katar Mastery functions similar to a +dmg% card
		skillratio += (10 + 2 * skill);
	}
	switch( skill_id )
	{
		case SM_BASH:
		case MS_BASH:
			skillratio += 30*skill_lv;
			break;
		case SM_MAGNUM:
		case MS_MAGNUM:
			skillratio += 20*skill_lv;
			break;
		case MC_MAMMONITE:
			skillratio += 50*skill_lv;
			break;
		case HT_POWER:
			skillratio += -50+8*sstatus->str;
			break;
		case AC_DOUBLE:
		case MA_DOUBLE:
			skillratio += 10*(skill_lv-1);
			break;
		case AC_SHOWER:
		case MA_SHOWER:
			#ifdef RENEWAL
				skillratio += 50+10*skill_lv;
			#else
				skillratio += -25+5*skill_lv;
			#endif
			break;
		case AC_CHARGEARROW:
		case MA_CHARGEARROW:
			skillratio += 50;
			break;
#ifndef RENEWAL
		case HT_FREEZINGTRAP:
		case MA_FREEZINGTRAP:
			skillratio += -50+10*skill_lv;
			break;
#endif
		case KN_PIERCE:
		case ML_PIERCE:
			skillratio += 10*skill_lv;
			break;
		case MER_CRASH:
			skillratio += 10*skill_lv;
			break;
		case KN_SPEARSTAB:
			skillratio += 15*skill_lv;
			break;
		case KN_SPEARBOOMERANG:
			skillratio += 50*skill_lv;
			break;
		case KN_BRANDISHSPEAR:
		case ML_BRANDISH:
		{
			int ratio = 100+20*skill_lv;
			skillratio += ratio-100;
			if(skill_lv>3 && wd.miscflag==1) skillratio += ratio/2;
			if(skill_lv>6 && wd.miscflag==1) skillratio += ratio/4;
			if(skill_lv>9 && wd.miscflag==1) skillratio += ratio/8;
			if(skill_lv>6 && wd.miscflag==2) skillratio += ratio/2;
			if(skill_lv>9 && wd.miscflag==2) skillratio += ratio/4;
			if(skill_lv>9 && wd.miscflag==3) skillratio += ratio/2;
			break;
		}
		case KN_BOWLINGBASH:
		case MS_BOWLINGBASH:
			skillratio+= 40*skill_lv;
			break;
		case AS_GRIMTOOTH:
			skillratio += 20*skill_lv;
			break;
		case AS_POISONREACT:
			skillratio += 30*skill_lv;
			break;
		case AS_SONICBLOW:
			skillratio += -50+5*skill_lv;
			break;
		case TF_SPRINKLESAND:
			skillratio += 30;
			break;
		case MC_CARTREVOLUTION:
			skillratio += 50;
			if(sd && sd->cart_weight)
				skillratio += 100*sd->cart_weight/sd->cart_weight_max; // +1% every 1% weight
			else if (!sd)
				skillratio += 100; //Max damage for non players.
			break;
		case NPC_PIERCINGATT:
			skillratio += -25; //75% base damage
			break;
		case NPC_COMBOATTACK:
			skillratio += 25*skill_lv;
			break;
		case NPC_RANDOMATTACK:
		case NPC_WATERATTACK:
		case NPC_GROUNDATTACK:
		case NPC_FIREATTACK:
		case NPC_WINDATTACK:
		case NPC_POISONATTACK:
		case NPC_HOLYATTACK:
		case NPC_DARKNESSATTACK:
		case NPC_UNDEADATTACK:
		case NPC_TELEKINESISATTACK:
		case NPC_BLOODDRAIN:
		case NPC_ACIDBREATH:
		case NPC_DARKNESSBREATH:
		case NPC_FIREBREATH:
		case NPC_ICEBREATH:
		case NPC_THUNDERBREATH:
		case NPC_HELLJUDGEMENT:
		case NPC_PULSESTRIKE:
			skillratio += 100*(skill_lv-1);
			break;
		case RG_BACKSTAP:
			if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
				skillratio += (200+40*skill_lv)/2;
			else
				skillratio += 200+40*skill_lv;
			break;
		case RG_RAID:
			skillratio += 40*skill_lv;
			break;
		case RG_INTIMIDATE:
			skillratio += 30*skill_lv;
			break;
		case CR_SHIELDCHARGE:
			skillratio += 20*skill_lv;
			break;
		case CR_SHIELDBOOMERANG:
			skillratio += 30*skill_lv;
			break;
		case NPC_DARKCROSS:
		case CR_HOLYCROSS:
		{
			#ifdef RENEWAL
				if(sd && sd->status.weapon == W_2HSPEAR)
					skillratio += 2*(35*skill_lv);
				else
			#endif
			skillratio += 35*skill_lv;
			break;
		}
		case AM_DEMONSTRATION:
			skillratio += 20*skill_lv;
			break;
		case AM_ACIDTERROR:
			skillratio += 40*skill_lv;
			break;
		case MO_FINGEROFFENSIVE:
			skillratio+= 50 * skill_lv;
			break;
		case MO_INVESTIGATE:
			skillratio += 75*skill_lv;
			break;
		case MO_EXTREMITYFIST:
			skillratio += 100*(7 + sstatus->sp/10);
			skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
			break;
		case MO_TRIPLEATTACK:
			skillratio += 20*skill_lv;
			break;
		case MO_CHAINCOMBO:
			skillratio += 50+50*skill_lv;
			break;
		case MO_COMBOFINISH:
			skillratio += 140+60*skill_lv;
			break;
		case BA_MUSICALSTRIKE:
		case DC_THROWARROW:
			skillratio += 25+25*skill_lv;
			break;
		case CH_TIGERFIST:
			skillratio += 100*skill_lv-60;
			break;
		case CH_CHAINCRUSH:
			skillratio += 300+100*skill_lv;
			break;
		case CH_PALMSTRIKE:
			skillratio += 100+100*skill_lv;
			break;
		case LK_HEADCRUSH:
			skillratio += 40*skill_lv;
			break;
		case LK_JOINTBEAT:
			i = 10*skill_lv-50;
			// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
			if (wd.miscflag&BREAK_NECK) i*=2;
			skillratio += i;
			break;
#ifdef RENEWAL
		case LK_SPIRALPIERCE:
		case ML_SPIRALPIERCE:
			skillratio += 50*skill_lv;
		break;
#endif
		case ASC_METEORASSAULT:
			skillratio += 40*skill_lv-60;
			break;
		case SN_SHARPSHOOTING:
		case MA_SHARPSHOOTING:
			skillratio += 100+50*skill_lv;
			break;
		case CG_ARROWVULCAN:
			skillratio += 100+100*skill_lv;
			break;
		case AS_SPLASHER:
			skillratio += 400+50*skill_lv;
			if(sd)
				skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
			break;
#ifndef RENEWAL
		case ASC_BREAKER:
			skillratio += 100*skill_lv-100;
			break;
#endif
		case PA_SACRIFICE:
			skillratio += 10*skill_lv-10;
			break;
		case PA_SHIELDCHAIN:
			skillratio += 30*skill_lv;
			break;
		case WS_CARTTERMINATION:
			i = 10 * (16 - skill_lv);
			if (i < 1) i = 1;
			//Preserve damage ratio when max cart weight is changed.
			if(sd && sd->cart_weight)
				skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
			else if (!sd)
				skillratio += 80000 / i - 100;
			break;
		case TK_DOWNKICK:
			skillratio += 60 + 20*skill_lv;
			break;
		case TK_STORMKICK:
			skillratio += 60 + 20*skill_lv;
			break;
		case TK_TURNKICK:
			skillratio += 90 + 30*skill_lv;
			break;
		case TK_COUNTER:
			skillratio += 90 + 30*skill_lv;
			break;
		case TK_JUMPKICK:
			skillratio += -70 + 10*skill_lv;
			if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
				skillratio += 10*status_get_lv(src)/3; //Tumble bonus
			if (wd.miscflag)
			{
				skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
				if( sc && sc->data[SC_SPURT] )  // Spurt bonus
					skillratio *= 2;
			}
			break;
		case GS_TRIPLEACTION:
			skillratio += 50*skill_lv;
			break;
		case GS_BULLSEYE:
			//Only works well against brute/demihumans non bosses.
			if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
				&& !(tstatus->mode&MD_BOSS))
				skillratio += 400;
			break;
		case GS_TRACKING:
			skillratio += 100 *(skill_lv+1);
			break;
		case GS_PIERCINGSHOT:
			skillratio += 20*skill_lv;
			break;
		case GS_RAPIDSHOWER:
			skillratio += 10*skill_lv;
			break;
		case GS_DESPERADO:
			skillratio += 50*(skill_lv-1);
			break;
		case GS_DUST:
			skillratio += 50*skill_lv;
			break;
		case GS_FULLBUSTER:
			skillratio += 100*(skill_lv+2);
			break;
		case GS_SPREADATTACK:
		#ifdef RENEWAL
			skillratio += 20*(skill_lv);
		#else
			skillratio += 20*(skill_lv-1);
		#endif
			break;
		case NJ_HUUMA:
			skillratio += 50 + 150*skill_lv;
			break;
		case NJ_TATAMIGAESHI:
#ifdef RENEWAL
			skillratio += 200;
#endif
			skillratio += 10*skill_lv;
			break;
		case NJ_KASUMIKIRI:
			skillratio += 10*skill_lv;
			break;
		case NJ_KIRIKAGE:
			skillratio += 100*(skill_lv-1);
			break;
		case KN_CHARGEATK:
			{
			int k = (wd.miscflag-1)/3; //+100% every 3 cells of distance
			if( k > 2 ) k = 2; // ...but hard-limited to 300%.
			skillratio += 100 * k;
			}
			break;
		case HT_PHANTASMIC:
			skillratio += 50;
			break;
		case MO_BALKYOUNG:
			skillratio += 200;
			break;
		case HFLI_MOON:	//[orn]
			skillratio += 10+110*skill_lv;
			break;
		case HFLI_SBR44:	//[orn]
			skillratio += 100 *(skill_lv-1);
			break;
		case NPC_VAMPIRE_GIFT:
			skillratio += ((skill_lv-1)%5+1)*100;
			break;
		case RK_SONICWAVE:
			skillratio = (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
			skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
			break;
		case RK_HUNDREDSPEAR:
			skillratio += 500 + (80 * skill_lv);
			if( sd ) {
				short index = sd->equip_index[EQI_HAND_R];
				if( index >= 0 && sd->inventory_data[index]
					&& sd->inventory_data[index]->type == IT_WEAPON )
					skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
				skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
			} // (1 + [(Casters Base Level - 100) / 200])
			skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
			break;
		case RK_WINDCUTTER:
			skillratio = (skill_lv + 2) * 50;
			RE_LVL_DMOD(100);
			break;
		case RK_IGNITIONBREAK: {
				// 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
				// 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
				// 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
				int dmg = 300; // Base maximum damage at less than 3 cells.
				i = distance_bl(src,target);
				if( i > 7 )
					dmg -= 100; // Greather than 7 cells. (200 damage)
				else if( i > 3 )
					dmg -= 50; // Greater than 3 cells, less than 7. (250 damage)
				dmg = (dmg * skill_lv) * (100 + (status_get_lv(src) - 100) / 12) / 100;
				// Elemental check, 1.5x damage if your element is fire.
				if( sstatus->rhw.ele == ELE_FIRE )
					dmg += dmg/2;
				skillratio = dmg;
			}
			break;
		case RK_CRUSHSTRIKE:
			if( sd )
			{//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
				short index = sd->equip_index[EQI_HAND_R];
				if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
					skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk +
						100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
			}
			break;
		case RK_STORMBLAST:
			skillratio = ((sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + (sstatus->int_ / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
			break;
		case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
			skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
			RE_LVL_DMOD(150); // Base level bonus.
			break;
		/**
			* GC Guilotine Cross
			**/
		case GC_CROSSIMPACT:
			skillratio += 900 + 100 * skill_lv;
			RE_LVL_DMOD(120);
			break;
		case GC_PHANTOMMENACE:
			skillratio += 200;
			break;
		case GC_COUNTERSLASH:
			//ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
			skillratio += 200 + (100 * skill_lv);
			RE_LVL_DMOD(120);
			skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4;
			break;
		case GC_ROLLINGCUTTER:
			skillratio += -50 + 50 * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case GC_CROSSRIPPERSLASHER:
			skillratio += 300 + 80 * skill_lv;
			RE_LVL_DMOD(100);
			if( sc && sc->data[SC_ROLLINGCUTTER] )
				skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi;
			break;
		/**
			* Arch Bishop
			**/
		case AB_DUPLELIGHT_MELEE:
			skillratio += 10 * skill_lv;
			break;
		/**
			* Ranger
			**/
		case RA_ARROWSTORM:
			skillratio += 900 + 80 * skill_lv;
			RE_LVL_DMOD(100);
			skillratio = skillratio > 2700 ? 2700 : skillratio;
			break;
		case RA_AIMEDBOLT:
			skillratio += 400 + 50 * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case RA_CLUSTERBOMB:
			skillratio += 100 + 100 * skill_lv;
			break;
		case RA_WUGDASH:// ATK 300%
			skillratio += 200;
			break;
		case RA_WUGSTRIKE:
			skillratio = 200 * skill_lv;
			break;
		case RA_WUGBITE:
			skillratio += 300 + 200 * skill_lv;
			if ( skill_lv == 5 ) skillratio += 100;
			break;
		case RA_SENSITIVEKEEN:
			skillratio += 50 * skill_lv;
			break;
		/**
			* Mechanic
			**/
		case NC_BOOSTKNUCKLE:
			skillratio += 100 + 100 * skill_lv + sstatus->dex;
			RE_LVL_DMOD(100);
			break;
		case NC_PILEBUNKER:
			skillratio += 200 + 100 * skill_lv + sstatus->str;
			RE_LVL_DMOD(100);
			break;
		case NC_VULCANARM:
			skillratio = 70 * skill_lv + sstatus->dex;
			RE_LVL_DMOD(100);
			break;
		case NC_FLAMELAUNCHER:
		case NC_COLDSLOWER:
			skillratio += 200 + 300 * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case NC_ARMSCANNON:
			switch( tstatus->size ) {
				case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
				case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
				case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
			}
			RE_LVL_DMOD(100);
			//NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
			break;
		case NC_AXEBOOMERANG:
			skillratio += 60 + 40 * skill_lv;
			if( sd ) {
				short index = sd->equip_index[EQI_HAND_R];
				if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
				skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
			}
			RE_LVL_DMOD(100);
			break;
		case NC_POWERSWING:
			skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
			RE_LVL_DMOD(100);
			break;
		case NC_AXETORNADO:
			skillratio += 100 + 100 * skill_lv + sstatus->vit;
			RE_LVL_DMOD(100);
			break;
		case SC_FATALMENACE:
			skillratio += 100 * skill_lv;
			break;
		case SC_TRIANGLESHOT:
			skillratio += 270 + 30 * skill_lv;
			break;
		case SC_FEINTBOMB:
			skillratio += 100 + 100 * skill_lv;
			break;
		case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
			skillratio += -100 + (50  + sstatus->str) * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case LG_BANISHINGPOINT:
			skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
			RE_LVL_DMOD(100);
			break;
		case LG_SHIELDPRESS:
			skillratio += 60 + 43 * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case LG_PINPOINTATTACK:
			skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
			RE_LVL_DMOD(100);
			break;
		case LG_RAGEBURST:
			if( sd && sd->spiritball_old )
				skillratio += -100 + (sd->spiritball_old * 200);
			else
				skillratio += -100 + 15 * 200;
			RE_LVL_DMOD(100);
			break;
		case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
			if( sd ) {
				struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
				skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2;
				if( shield_data )
					skillratio += shield_data->def * 10;
			} else
				skillratio += 2400;	//2500%
			break;
		case LG_MOONSLASHER:
			skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
			RE_LVL_DMOD(100);
			break;
		case LG_OVERBRAND:
			skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
			RE_LVL_DMOD(100);
			break;
		case LG_OVERBRAND_BRANDISH:
			skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
			RE_LVL_DMOD(100);
			break;
		case LG_OVERBRAND_PLUSATK:
			skillratio = 150 * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case LG_RAYOFGENESIS:
			skillratio = 300 + 300 * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case LG_EARTHDRIVE:
			skillratio = (skillratio + 100) * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case LG_HESPERUSLIT:
			skillratio += 120 * skill_lv - 100;
			break;
		case SR_DRAGONCOMBO:
			skillratio += 40 * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case SR_SKYNETBLOW:
			//ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
			skillratio = 80 * skill_lv + sstatus->agi;
			if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
				skillratio = 100 * skill_lv + sstatus->agi + 150;
			RE_LVL_DMOD(100);
			break;
		case SR_EARTHSHAKER:
			if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
				tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
				skillratio = 150 * skill_lv;
				RE_LVL_DMOD(100);
				skillratio += sstatus->int_ * 3;
			}else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
				skillratio += 50 * (skill_lv-2);
				RE_LVL_DMOD(100);
				skillratio += sstatus->int_ * 2;
			}
			break;
		case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
			skillratio += 150 *skill_lv;
			RE_LVL_DMOD(150);
 			break;
		case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
			{
				int hp = (int64)sstatus->max_hp * (10 + 2 * skill_lv) / 100,
					sp = (int64)sstatus->max_sp * (6 + skill_lv) / 100;
				skillratio = ((int64)hp+sp) / 4;
				if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
					skillratio = (int64)hp+sp / 2;
				RE_LVL_DMOD(100);
			}
				break;
		case SR_RAMPAGEBLASTER:
			skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
			if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
				skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
				RE_LVL_DMOD(120);
			}else
				RE_LVL_DMOD(150);
			break;
		case SR_KNUCKLEARROW:
			if( wd.miscflag&4 ){  // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
				skillratio = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
				if( tsd && tsd->weight )
					skillratio += 100 * (tsd->weight / tsd->max_weight);
			}else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
				skillratio += 400 + (100 * skill_lv);
			RE_LVL_DMOD(100);
			break;
		case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
			skillratio = status_get_lv(src) + sstatus->dex;
			RE_LVL_DMOD(100);
			break;
		case SR_GATEOFHELL:
			if( sc && sc->data[SC_COMBO]
				&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
				skillratio += 800 * skill_lv -100;
			else
				skillratio += 500 * skill_lv -100;
			RE_LVL_DMOD(100);
			break;
		case SR_GENTLETOUCH_QUIET:
			skillratio += 100 * skill_lv - 100 + sstatus->dex;
			RE_LVL_DMOD(100);
			break;
		case SR_HOWLINGOFLION:
			skillratio += 300 * skill_lv - 100;
			RE_LVL_DMOD(150);
			break;
		case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
			if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
				skillratio += skill_lv * 50;
			skillratio += -100 + 200 * skill_lv;
			RE_LVL_DMOD(100);
			break;
		case WM_REVERBERATION_MELEE:
			// ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
			skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION);
			RE_LVL_DMOD(100);
			break;
		case WM_SEVERE_RAINSTORM_MELEE:
			//ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
			skillratio = (sstatus->dex + sstatus->agi) * (skill_lv * 2);
			RE_LVL_DMOD(100);
			skillratio /= 10;
			break;
		case WM_GREAT_ECHO:
			skillratio += 800 + 100 * skill_lv;
			if( sd ) {	// Still need official value [pakpil]
				short lv = (short)skill_lv;
				skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0);
			}
			break;
		case WM_SOUND_OF_DESTRUCTION:
			skillratio += 400;
			break;
		case GN_CART_TORNADO:
			// ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
			skillratio = 50 * skill_lv;
			if( sd && sd->cart_weight)
					skillratio += ((sd->cart_weight/10) / max(150-sd->status.str,1)) + pc_checkskill(sd, GN_REMODELING_CART) * 50;
			break;
		case GN_CARTCANNON:
			// ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
			skillratio = 60 * skill_lv;
			if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40);
			break;
		case GN_SPORE_EXPLOSION:
			skillratio += 200 + 100 * skill_lv;
			break;
		case GN_CRAZYWEED_ATK:
			skillratio += 400 + 100 * skill_lv;
			break;
		case GN_SLINGITEM_RANGEMELEEATK:
			if( sd ) {
				switch( sd->itemid ) {
					case 13260: // Apple Bomob
					case 13261: // Coconut Bomb
					case 13262: // Melon Bomb
					case 13263: // Pinapple Bomb
						skillratio += 400;	// Unconfirded
						break;
					case 13264: // Banana Bomb 2000%
						skillratio += 1900;
						break;
					case 13265: skillratio -= 75; break; // Black Lump 25%
					case 13266: skillratio -= 25; break; // Hard Black Lump 75%
					case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
				}
			} else
				skillratio += 300;	// Bombs
			break;
		case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
			skillratio =  50 * skill_lv + ( sd ? pc_checkskill(sd, SO_STRIKING) * 50 : 0 );
			if( sc && sc->data[SC_BLAST_OPTION] )
				skillratio += sd ? sd->status.job_level * 5 : 0;
			break;
			// Physical Elemantal Spirits Attack Skills
		case EL_CIRCLE_OF_FIRE:
		case EL_FIRE_BOMB_ATK:
		case EL_STONE_RAIN:
			skillratio += 200;
			break;
		case EL_FIRE_WAVE_ATK:
			skillratio += 500;
			break;
		case EL_TIDAL_WEAPON:
			skillratio += 1400;
			break;
		case EL_WIND_SLASH:
			skillratio += 100;
			break;
		case EL_HURRICANE:
			skillratio += 600;
			break;
		case EL_TYPOON_MIS:
		case EL_WATER_SCREW_ATK:
			skillratio += 900;
			break;
		case EL_STONE_HAMMER:
			skillratio += 400;
			break;
		case EL_ROCK_CRUSHER:
			skillratio += 700;
			break;
		case KO_JYUMONJIKIRI:
			skillratio += -100 + 150 * skill_lv;
		case KO_HUUMARANKA:
			skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info
			break;
		case KO_SETSUDAN:
			skillratio += 100 * (skill_lv-1);
			break;
		case KO_BAKURETSU:
			skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10);
			break;
		case MH_NEEDLE_OF_PARALYZE:
			skillratio += 600 + 100 * skill_lv;
			break;
		case MH_STAHL_HORN:
			skillratio += 400 + 100 * skill_lv * status_get_lv(src);
			skillratio = skillratio/100; //@TODO uv1 factor need to be confirmed
			break;
		case MH_LAVA_SLIDE:
			skillratio += -100 + 70 * skill_lv;
			break;
		case MH_SONIC_CRAW:
			skillratio += -100 + 40 * skill_lv * status_get_lv(src);
			skillratio = skillratio/100; //@TODO uv1 factor need to be confirmed
			break;
		case MH_SILVERVEIN_RUSH:
			skillratio += -100 + (150 * skill_lv * status_get_lv(src)) / 100;
			break;
		case MH_MIDNIGHT_FRENZY:
			skillratio += -100 + (300 * skill_lv * status_get_lv(src)) / 150;
			break;
		case MH_TINDER_BREAKER:
			skillratio += -100 + (100 * skill_lv + status_get_str(src));
			skillratio = (skillratio * status_get_lv(src)) / 120;
			break;
		case MH_CBC:
			skillratio += 300 * skill_lv + 4 * status_get_lv(src);
			break;
		case MH_MAGMA_FLOW:
			skillratio += -100 + 100 * skill_lv + 3 * status_get_lv(src);
			skillratio = (skillratio * status_get_lv(src)) / 120;
			break;
	}
	return skillratio;
}

/*==================================================================================================
 * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
 *--------------------------------------------------------------------------------------------------*/
static int battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct map_session_data *tsd = BL_CAST(BL_PC, target);
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	int i, atk = 0;

	//Constant/misc additions from skills
	switch (skill_id) {
		case MO_EXTREMITYFIST:
			atk = 250 + 150*skill_lv;
			break;
		case TK_DOWNKICK:
		case TK_STORMKICK:
		case TK_TURNKICK:
		case TK_COUNTER:
		case TK_JUMPKICK:
			//TK_RUN kick damage bonus.
			if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
				atk = 10*pc_checkskill(sd, TK_RUN);
			break;
		case GS_MAGICALBULLET:
			if(sstatus->matk_max>sstatus->matk_min) {
				atk = sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min);
			} else {
				atk = sstatus->matk_min;
			}
			break;
		case NJ_SYURIKEN:
			atk = 4*skill_lv;
			break;
		case HT_FREEZINGTRAP:
			if(sd)
				atk = ( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) );
			break;
		case RA_WUGDASH ://(Caster Current Weight x 10 / 8)
			if( sd && sd->weight )
				atk = ( sd->weight / 8 );
		case RA_WUGSTRIKE:
		case RA_WUGBITE:
			if(sd)
				atk = (30*pc_checkskill(sd, RA_TOOTHOFWUG));
			break;
		case SR_GATEOFHELL:
			atk =  (sstatus->max_hp - status_get_hp(src));
			if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE){
				atk =  ( ((int64)sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
			}else{
				atk =  ( ((int64)sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
			}
			break;
		case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
			atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
			if( sc && sc->data[SC_COMBO]
				&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
					atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
			break;
		case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
			atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
			if( tsd && tsd->weight ){
				atk = ( (tsd->weight/10) * sstatus->dex / 120 );
			}else{
				atk = ( status_get_lv(target) * 50 ); //mobs
			}
			break;
		case KO_SETSUDAN:
			if( tsc && tsc->data[SC_SPIRIT] ){
				atk = ((wd.damage) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
#ifdef RENEWAL
				atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
#endif
				status_change_end(target,SC_SPIRIT,INVALID_TIMER);
			}
			break;
		case KO_KAIHOU:
			if( sd ){
				ARR_FIND(1, 6, i, sd->talisman[i] > 0);
				if( i < 5 ){
					atk = ((wd.damage) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value.
#ifdef RENEWAL
					atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (100 * sd->talisman[i])) / 100;// +100% custom value.
#endif
					pc_del_talisman(sd, sd->talisman[i], i);
				}
			}
			break;
	}
	return atk;
}

/*==============================================================
 * Stackable SC bonuses added on top of calculated skill damage
 *--------------------------------------------------------------*/
struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, uint16 skill_id)
{
	struct status_change *sc = status_get_sc(src);
	//The following are applied on top of current damage and are stackable.
		if ( sc ) {
#ifndef RENEWAL
			if( sc->data[SC_TRUESIGHT] )
				ATK_ADDRATE(wd.damage, wd.damage2, 2*sc->data[SC_TRUESIGHT]->val1);
#endif
			if( sc->data[SC_GLOOMYDAY_SK] &&
			( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
			  skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
			  skill_id == LG_SHIELDPRESS ) ) {
				ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
#ifdef RENEWAL
				ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_GLOOMYDAY_SK]->val2);
#endif
			}
			if (sc->data[SC_SPIRIT]){
				if(skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN){
					ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
#ifdef RENEWAL
					ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
#endif
				}
				else if (skill_id == CR_SHIELDBOOMERANG && (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)){
					ATK_ADDRATE(wd.damage, wd.damage2, 100);
#ifdef RENEWAL
					ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 100);
#endif
				}
			}
			if( sc->data[SC_EDP] ){
				switch(skill_id){
					case AS_SPLASHER:
#ifndef RENEWAL_EDP
					case ASC_BREAKER:       case ASC_METEORASSAULT:
#else
					case AS_GRIMTOOTH:	case AS_VENOMKNIFE:
#endif
						break; //skills above have no effect with edp

#if defined RENEWAL && defined RENEWAL_EDP
					case AS_SONICBLOW:
					case ASC_BREAKER:
					case GC_COUNTERSLASH:
					case GC_CROSSIMPACT:
						ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50); // only modifier is halved but still benefit with the damage bonus
						ATK_RATE(wd.equipAtk, wd.equipAtk2, 50); // only modifier is halved but still benefit with the damage bonus
						break;
#else
					default:
						ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
#endif
				}
#if defined RENEWAL && defined RENEWAL_EDP 
				// weapon atk * (1 + (edp level * .8)), equip atk * (1 + (edp level * .6))
//				ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
				ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
#endif
			}
			if(sc->data[SC_STYLE_CHANGE]){
				TBL_HOM *hd = BL_CAST(BL_HOM,src);
				if (hd) ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
			}
		}
	return wd;
}

/*====================================
 * Calc defense damage reduction
 *------------------------------------*/
struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct map_session_data *tsd = BL_CAST(BL_PC, target);
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	int i, skill;

	//Defense reduction
	short vit_def;
	defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
	short def2 = tstatus->def2;
#ifdef RENEWAL
	if( tsc && tsc->data[SC_ASSUMPTIO] )
		def1 <<= 1; // only eDEF is doubled
#endif
	if( sd )
	{
		i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
		i += sd->ignore_def[tstatus->race];
		if( i )
		{
			if( i > 100 ) i = 100;
			def1 -= def1 * i / 100;
			def2 -= def2 * i / 100;
		}
	}

	if( sc && sc->data[SC_EXPIATIO] ){
		i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
		def1 -= def1 * i / 100;
		def2 -= def2 * i / 100;
	}

	if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 )
		def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4;

	if( tsc && tsc->data[SC_CAMOUFLAGE] ){
		i = 5 * tsc->data[SC_CAMOUFLAGE]->val3;
		def1 = max(0,def1);	//min 0 def
		def2 = max(0,def2);
	}

	if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
		unsigned char target_count; //256 max targets should be a sane max
		target_count = unit_counttargeted(target);
		if(target_count >= battle_config.vit_penalty_count) {
			if(battle_config.vit_penalty_type == 1) {
				if( !tsc || !tsc->data[SC_STEELBODY] )
					def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
				def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
			} else { //Assume type 2
				if( !tsc || !tsc->data[SC_STEELBODY] )
					def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
				def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
			}
		}
		if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
		if(def2 < 1) def2 = 1;
	}
	//Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
	if (tsd)	//Sd vit-eq
	{
#ifndef RENEWAL
		//[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
		vit_def = def2*(def2-15)/150;
		vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
#else
		vit_def = def2;
#endif
		if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
			src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
			vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04);   // submitted by orn
		if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
			(sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
			vit_def += skill*5;
	}
	else { //Mob-Pet vit-eq
#ifndef RENEWAL
		//VIT + rnd(0,[VIT/20]^2-1)
		vit_def = (def2/20)*(def2/20);
		vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
#else
		//renewal monsters have their def swapped
		vit_def = def1;
		def1 = def2;
#endif
	}


	if (battle_config.weapon_defense_type) {
		vit_def += def1*battle_config.weapon_defense_type;
		def1 = 0;
	}
#ifdef RENEWAL
	/**
	* RE DEF Reduction
	* Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
	* Pierce defence gains 1 atk per def/2
	**/

	if( def1 == -400 ) /* being hit by a gazillion units, -400 creates a division by 0 and subsequently crashes */
		def1 = -399;
	ATK_ADD2(wd.damage, wd.damage2,
		is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?(def1/2):0,
		is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)?(def1/2):0
	);
	if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
		wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
	if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
		wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;

#else
		if (def1 > 100) def1 = 100;
		ATK_RATE2(wd.damage, wd.damage2,
			attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
			attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L)?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
		);
		ATK_ADD2(wd.damage, wd.damage2,
			attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
			attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)?0:-vit_def
		);
#endif
	return wd;
}

/*====================================
 * Modifiers ignoring DEF
 *------------------------------------*/
struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct status_change *sc = status_get_sc(src);
	struct status_data *sstatus = status_get_status_data(src);

	//Post skill/vit reduction damage increases
	if( sc )
	{	//SC skill damages
		if(sc->data[SC_AURABLADE]
#ifndef RENEWAL
				&& skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
#endif
		){
			int lv = sc->data[SC_AURABLADE]->val1;
#ifdef RENEWAL
			lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
#endif
			ATK_ADD(wd.damage, wd.damage2, 20*lv);
		}

		if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){
			struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
			if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) )
				ATK_ADD(wd.damage, wd.damage2, ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 );
		}

	}

#ifndef RENEWAL
	wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);

	//Refine bonus
	if( sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST )
	{ // Counts refine bonus multiple times
		if( skill_id == MO_FINGEROFFENSIVE )
		{
			ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
		} else {
			ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
		}
	}
#endif
	//Set to min of 1
	if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
	if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;


	if (skill_id == NJ_KUNAI) {
		ATK_ADDRATE(wd.damage,wd.damage2,(skill_lv*35));
//		RE_ALLATK_ADD(wd, 60);
//		ATK_ADD(wd.damage, wd.damage2, 60);
	}

	switch (skill_id) {

		case AS_SONICBLOW:
			if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
				ATK_ADDRATE(wd.damage, wd.damage2, 10);
			break;

		case NC_AXETORNADO:
			if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
				ATK_ADDRATE(wd.damage, wd.damage2, 50);
			break;
	}

	return wd;
}

/*====================================
 * Plant damage calculation
 *------------------------------------*/
struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
{
	struct status_data *tstatus = status_get_status_data(target);
	bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);

	int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
	int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);

	//Plants receive 1 damage when hit
	short class_ = status_get_class(target);
	if( attack_hits || wd.damage > 0 )
		wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
	if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) )
		wd.damage2 = wd.div_;
	if (is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) // force left hand to 1 damage while dual wielding
		wd.damage2 = 1;
	if( attack_hits && class_ == MOBID_EMPERIUM ) {
		if(wd.damage2 > 0) {
			wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
			wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
		}
		else if(wd.damage > 0) {
			wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
			wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
		}
		return wd;
	}
	//if( !(battle_config.skill_min_damage&1) )
	//Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
	return wd;
}

/*========================================================================================
 * Perform left/right hand weapon damage calculation based on previously calculated damage
 *----------------------------------------------------------------------------------------*/
struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	int skill;

	if (sd) {
		if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { 
			wd.damage = wd.damage2;
			wd.damage2 = 0;
		}
		else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
			skill = pc_checkskill(sd,TF_DOUBLE);
			wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
		}
		else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {	//Dual-wield
			if (wd.damage) {
				if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
					skill = pc_checkskill(sd,AS_RIGHT);
					ATK_RATER(wd.damage, 50 + (skill * 10))
				}
				else if(sd->class_ == MAPID_KAGEROUOBORO) {
					skill = pc_checkskill(sd,KO_RIGHT);
					ATK_RATER(wd.damage, 70 + (skill * 10))
				}
				if(wd.damage < 1) wd.damage = 1;
			}
			if (wd.damage2) {
				if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
					skill = pc_checkskill(sd,AS_LEFT);
					ATK_RATEL(wd.damage2, 30 + (skill * 10))
				}
				else if(sd->class_ == MAPID_KAGEROUOBORO) {
					skill = pc_checkskill(sd,KO_LEFT);
					ATK_RATEL(wd.damage2, 50 + (skill * 10))
				}
				if(wd.damage2 < 1) wd.damage2 = 1;
			}
		}
	}

	if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
		wd.damage=0;

	if(!is_attack_left_handed(src, skill_id) && wd.damage2)
		wd.damage2=0;

	return wd;
}

/*==========================================
 * BG/GvG attack modifiers
 *------------------------------------------*/
struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	if( wd.damage + wd.damage2 )
	{	//There is a total damage value
		if(!wd.damage2)
		{
			wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
		}
		else if(!wd.damage)
		{
			wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag);
		}
		else
		{
			int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
			wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
			if( map_flag_gvg2(target->m) )
				wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
			else if( map[target->m].flag.battleground )
				wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
			wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
			if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
			wd.damage-=wd.damage2;
		}
	}
	return wd;
}

/*==========================================
 * final ATK modifiers - after BG/GvG calc
 *------------------------------------------*/
struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct map_session_data *tsd = BL_CAST(BL_PC, target);
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);

	//Reject Sword bugreport:4493 by Daegaladh
	if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
		(src->type!=BL_PC || (
			((TBL_PC *)src)->weapontype1 == W_DAGGER ||
			((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
			((TBL_PC *)src)->status.weapon == W_2HSWORD
		)) &&
		rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
		) {
		ATK_RATER(wd.damage, 50)
		status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0));
		clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
		if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
			status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
	}

	if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
		//ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
		int rdamage = 0;
		int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
		if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
		rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
		rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
		skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
		clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
			1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
		clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
		status_damage(target, src, rdamage, 0, 0, 0);
		status_damage(src, target, rdamage/10, 0, 0, 1);
		status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
	}

	if( sc ) {
		//SC_FUSION hp penalty [Komurka]
		if (sc->data[SC_FUSION]) {
			int hp= sstatus->max_hp;
			if (sd && tsd) {
				hp = 8*hp/100;
				if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
					hp = sstatus->hp;
			} else
				hp = 2*hp/100; //2% hp loss per hit
			status_zap(src, hp, 0);
		}
		/**
		 * affecting non-skills
		 **/
		if( !skill_id ) {
			/**
			 * RK Enchant Blade
			 **/
			if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) {
				//[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
				ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) + status_get_swe_matk(src) );	//[Durant_LS001]
			}
		}
		status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
	}
	if( skill_id == LG_RAYOFGENESIS ) {
		struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
		wd.damage += md.damage;
	}
#ifndef RENEWAL
	else if(skill_id == ASC_BREAKER) {	//Breaker's int-based damage (a misc attack?)
		struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
		wd.damage += md.damage;
	}
#endif
	return wd;
}

/*====================================================
 * Basic wd init - not influenced by HIT/MISS/DEF/etc.
 *----------------------------------------------------*/
static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
{
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct map_session_data *sd = BL_CAST(BL_PC, src);
	struct Damage wd;

	wd.type=0; //Normal attack
	wd.div_=skill_id?skill_get_num(skill_id,skill_lv):1;
	wd.amotion=(skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
	/*if(skill_id == KN_AUTOCOUNTER) // counter attack DOES obey ASPD delay on AEGIS
		wd.amotion >>= 1; */
	wd.dmotion=tstatus->dmotion;
	wd.blewcount=skill_get_blewcount(skill_id,skill_lv);
	wd.miscflag = wflag;
	wd.flag = BF_WEAPON; //Initial Flag
	wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]

	wd.damage = wd.damage2 = 
#ifdef RENEWAL	
	wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
#endif
	0;

	wd.dmg_lv=ATK_DEF;	//This assumption simplifies the assignation later

	if(sd)
		wd.blewcount += battle_blewcount_bonus(sd, skill_id);

	if (skill_id) {
		wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
		switch(skill_id)
		{
			case MH_SONIC_CRAW:{
				TBL_HOM *hd = BL_CAST(BL_HOM,src);
				wd.div_ = hd->homunculus.spiritball;
			}
				break;
			case MO_FINGEROFFENSIVE:
				if(sd) {
					if (battle_config.finger_offensive_type)
						wd.div_ = 1;
					else
						wd.div_ = sd->spiritball_old;
				}
				break;

			case KN_PIERCE:
			case ML_PIERCE:
				wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
				break;

			case TF_DOUBLE: //For NPC used skill.
			case GS_CHAINACTION:
				wd.type = 0x08;
				break;

			case GS_GROUNDDRIFT:
			case KN_SPEARSTAB:
			case KN_BOWLINGBASH:
			case MS_BOWLINGBASH:
			case MO_BALKYOUNG:
			case TK_TURNKICK:
				wd.blewcount=0;
				break;

			case KN_AUTOCOUNTER:
				wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
				break;
			case LK_SPIRALPIERCE:
				if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
				break;
		}
	} else {
		wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
	}

	return wd;
}

/*==========================================
 * battle_calc_weapon_attack (by Skotlex)
 *------------------------------------------*/
static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
{
	int i;

	struct map_session_data *sd, *tsd;
	struct Damage wd;
	struct status_change *sc = status_get_sc(src);
	struct status_change *tsc = status_get_sc(target);
	struct status_data *tstatus = status_get_status_data(target);
	int right_element, left_element;

	memset(&wd,0,sizeof(wd));

	if(src==NULL || target==NULL)
	{
		nullpo_info(NLP_MARK);
		return wd;
	}

	wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);

	right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
	left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);

	if (sc && !sc->count)
		sc = NULL; //Skip checking as there are no status changes active.
	if (tsc && !tsc->count)
		tsc = NULL; //Skip checking as there are no status changes active.

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
	{	//Check for Lucky Dodge
		wd.type=0x0b;
		wd.dmg_lv=ATK_LUCKY;
		if (wd.div_ < 0) wd.div_*=-1;
		return wd;
	}
	
	wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);

	if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
		wd.type = 0x0a;

	if(!is_attack_hitting(wd, src,  target, skill_id, skill_lv, true))
		wd.dmg_lv = ATK_FLEE;
	else if(!target_has_infinite_defense(target, skill_id)) { //no need for math against plants
		int ratio;
		wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv);
		ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv);

		ATK_RATE(wd.damage, wd.damage2, ratio);
		RE_ALLATK_RATE(wd, ratio);

		ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv);

		ATK_ADD(wd.damage, wd.damage2, ratio);
#ifdef RENEWAL
		ATK_ADD(wd.equipAtk, wd.equipAtk2, ratio);
#endif
					
		if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
			ATK_ADDRATE(wd.damage, wd.damage2, i);
			RE_ALLATK_ADDRATE(wd, i);
		}
	
#ifdef RENEWAL
		//Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
		if((skill_id == 0) || (skill_id != RA_WUGSTRIKE && skill_id != RA_WUGBITE)){
			wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
			wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
		}
		if( is_attack_left_handed(src, skill_id )) {
			wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
			wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
		}
	
		wd = battle_attack_sc_bonus(wd, src, skill_id);

		if (sd) { //monsters, homuns and pets have their damage computed directly
			wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
			wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
		}
#else 
		wd = battle_attack_sc_bonus(wd, src, skill_id);
#endif

		if (!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R))
			wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);

		wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
	}
	else if(wd.div_ < 0) //Since the attack missed...
		wd.div_ *= -1;
	
#ifdef RENEWAL
	if(!sd) // monsters apply element to entire atk
#endif
		wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
				
	if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
		return wd; //Enough, rest is not needed.
		
#ifdef RENEWAL
	if(is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
		if(sd) // monsters don't have crit_atk_rate
			wd.damage = (int64)floor((double)wd.damage * 1.4 * ((double)(100 + sd->bonus.crit_atk_rate) / 100.0));
		else
			wd.damage = (int64)floor((double)wd.damage * 1.4);
	}
	//[Durant_LDAMAGE]
	if(sd && (wd.flag&BF_LONG) && ((skill_id == 0) || (skill_id != RA_WUGSTRIKE && skill_id != RA_WUGBITE))){
		wd.damage += battle_calc_cardfix_status(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
		wd.damage2 += battle_calc_cardfix_status(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
	}
#endif

	if(sd)
	{
		if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
			ATK_ADD2(wd.damage, wd.damage2, wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
		if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
			ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball_old*3);
		} else {
			ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball*3);
		}

		if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN )
		{ //Refine bonus applies after cards and elements.
			short index= sd->equip_index[EQI_HAND_L];
			if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
				ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
		}

#ifndef RENEWAL
		//Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
		wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
		if( is_attack_left_handed(src, skill_id ))
			wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
#endif
	}

#ifdef RENEWAL
	if(!sd) {
#endif
		//[Durant_LDAMAGE]
		if(tsd){ // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only" 
			int damage1 = (int)(((double)wd.damage)*0.3);
			int damage2 = (int)(((double)wd.damage)*0.7);
			damage1 += battle_calc_cardfix_status(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, damage1, is_attack_left_handed(src, skill_id), wd.flag);
			damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, damage2, is_attack_left_handed(src, skill_id), wd.flag);
			wd.damage = damage1 + damage2;
		}
#ifdef RENEWAL
	}
#endif

	// forced to neutral skills
	switch (skill_id) {
		case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
			if (sd)
				wd.damage = battle_attr_fix(src, target, wd.damage, sd->bonus.arrow_ele ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
			else
				wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
			break;
		case MC_CARTREVOLUTION: // Cart Revolution gets forced to neutral element
			wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
			break;
	}
	
	// perform multihit calculations
#ifdef RENEWAL
	damage_div_fix_renewal(wd, wd.div_);
#endif 
	damage_div_fix(wd.damage, wd.div_);
	
	// only do 1 dmg to plant, no need to calculate rest
	if(target_has_infinite_defense(target, skill_id))
		return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);

	wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);

	wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);

	wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);

	return wd;
}

/*==========================================
 * battle_calc_magic_attack [DracoRPG]
 *------------------------------------------*/
struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
{
	int i, nk;
	short s_ele = 0;
	unsigned int skillratio = 100;	//Skill dmg modifiers.

	TBL_PC *sd;
//	TBL_PC *tsd;
	struct status_change *sc, *tsc;
	struct Damage ad;
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);
	struct {
		unsigned imdef : 1;
		unsigned infdef : 1;
	}	flag;

	memset(&ad,0,sizeof(ad));
	memset(&flag,0,sizeof(flag));

	if(src==NULL || target==NULL)
	{
		nullpo_info(NLP_MARK);
		return ad;
	}
	//Initial Values
	ad.damage = 1;
	ad.div_=skill_get_num(skill_id,skill_lv);
	ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
	ad.dmotion=tstatus->dmotion;
	ad.blewcount = skill_get_blewcount(skill_id,skill_lv);
	ad.flag=BF_MAGIC|BF_SKILL;
	ad.dmg_lv=ATK_DEF;
	nk = skill_get_nk(skill_id);
	flag.imdef = nk&NK_IGNORE_DEF?1:0;

	sd = BL_CAST(BL_PC, src);
//	tsd = BL_CAST(BL_PC, target);
	sc = status_get_sc(src);
	tsc = status_get_sc(target);

	//Initialize variables that will be used afterwards
	s_ele = skill_get_ele(skill_id, skill_lv);

	if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
		s_ele = sstatus->rhw.ele;
		if( sd ){ //Summoning 10 talisman will endow your weapon
			ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
			if( i < 5 ) s_ele = i;
		}
	}else if (s_ele == -2) //Use status element
		s_ele = status_get_attack_sc_element(src,status_get_sc(src));
	else if( s_ele == -3 ) //Use random element
		s_ele = rnd()%ELE_MAX;

	if( skill_id == SO_PSYCHIC_WAVE ) {
		if( sc && sc->count ) {
			if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
			else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
			else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
			else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
		}
	}

	//Set miscellaneous data that needs be filled
	if(sd) {
		sd->state.arrow_atk = 0;
		ad.blewcount += battle_blewcount_bonus(sd, skill_id);
	}

	//Skill Range Criteria
	ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
	flag.infdef=(tstatus->mode&MD_PLANT?1:0);
	if( target->type == BL_SKILL){
		TBL_SKILL *su = (TBL_SKILL*)target;
		if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
			flag.infdef = 1;
	}

	switch(skill_id)
	{
		case MG_FIREWALL:
		case NJ_KAENSIN:
			ad.dmotion = 0; //No flinch animation.
			if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
				ad.blewcount = 0; //No knockback
			break;
		case PR_SANCTUARY:
			ad.dmotion = 0; //No flinch animation.
			break;
	}

	if(!flag.infdef && (
		(tstatus->mode&MD_IGNOREMAGIC && ad.flag&(BF_MAGIC) )	//magic
	)) flag.infdef = 1;

	if (!flag.infdef) //No need to do the math for plants
	{
#ifdef RENEWAL
		ad.damage = 0; //reinitialize..
#endif
//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
//Adds an absolute value to damage. 100 = +100 damage
#define MATK_ADD( a ) { ad.damage+= a; }

		switch (skill_id)
		{	//Calc base damage according to skill
			case AL_HEAL:
			case PR_BENEDICTIO:
			case PR_SANCTUARY:
			/**
			 * Arch Bishop
			 **/
			case AB_HIGHNESSHEAL:
				ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
				break;
			case PR_ASPERSIO:
				ad.damage = 40;
				break;
			case ALL_RESURRECTION:
			case PR_TURNUNDEAD:
				//Undead check is on skill_castend_damageid code.
			#ifdef RENEWAL
				i = 10*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
				  	+ 300 - 300*tstatus->hp/tstatus->max_hp;
			#else
				i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
				  	+ 200 - 200*tstatus->hp/tstatus->max_hp;
			#endif
				if(i > 700) i = 700;
				if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
					ad.damage = tstatus->hp;
				else {
				#ifdef RENEWAL
                    if (sstatus->matk_max > sstatus->matk_min) {
                        MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
                    } else {
                        MATK_ADD(sstatus->matk_min);
                    }
                    MATK_RATE(skill_lv);
				#else
					ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
				#endif
				}
				break;
			case PF_SOULBURN:
				ad.damage = tstatus->sp * 2;
				break;
			/**
			 * Arch Bishop
			 **/
			case AB_RENOVATIO:
				ad.damage = status_get_lv(src) * 10 + sstatus->int_;
				break;
            default: {
                    if (sstatus->matk_max > sstatus->matk_min) {
                        MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
                    } else {
                        MATK_ADD(sstatus->matk_min);
                    }

                    if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
					if(mflag>0)
						ad.damage/= mflag;
					else
						ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
				}

				switch(skill_id){
					case MG_NAPALMBEAT:
						skillratio += skill_lv*10-30;
						break;
					case MG_FIREBALL:
				#ifdef RENEWAL
						skillratio += 20*skill_lv;
				#else
						skillratio += skill_lv*10-30;
				#endif
						break;
					case MG_SOULSTRIKE:
						if (battle_check_undead(tstatus->race,tstatus->def_ele))
							skillratio += 5*skill_lv;
						break;
					case MG_FIREWALL:
						skillratio -= 50;
						break;
					case MG_FIREBOLT:
					case MG_COLDBOLT:
					case MG_LIGHTNINGBOLT:
						if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT )  {
							skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
							ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
							ad.flag = BF_WEAPON|BF_SHORT;
							ad.type = 0;
						}
						break;
					case MG_THUNDERSTORM:
						/**
						 * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
						 **/
						#ifndef RENEWAL
							skillratio -= 20;
						#endif
						break;
					case MG_FROSTDIVER:
						skillratio += 10*skill_lv;
						break;
					case AL_HOLYLIGHT:
						skillratio += 25;
						if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
							skillratio *= 5; //Does 5x damage include bonuses from other skills?
						break;
					case AL_RUWACH:
						skillratio += 45;
						break;
					case WZ_FROSTNOVA:
						skillratio += (100+skill_lv*10)*2/3-100;
						break;
					case WZ_FIREPILLAR:
						if (skill_lv > 10)
							skillratio += 100;
						else
							skillratio -= 80;
						break;
					case WZ_SIGHTRASHER:
						skillratio += 20*skill_lv;
						break;
					case WZ_WATERBALL:
						skillratio += 30*skill_lv;
						break;
					case WZ_STORMGUST:
						skillratio += 40*skill_lv;
						break;
					case HW_NAPALMVULCAN:
						skillratio += 10*skill_lv-30;
						break;
					case SL_STIN:
						skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage.
						break;
					case SL_STUN:
						skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
						break;
					case SL_SMA:
						skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
						break;
					case NJ_KOUENKA:
						skillratio -= 10;
						break;
					case NJ_KAENSIN:
						skillratio -= 50;
						break;
					case NJ_BAKUENRYU:
						skillratio += 50*(skill_lv-1);
						break;
					case NJ_HYOUSYOURAKU:
						skillratio += 50*skill_lv;
						break;
					case NJ_RAIGEKISAI:
						skillratio += 60 + 40*skill_lv;
						break;
					case NJ_KAMAITACHI:
					case NPC_ENERGYDRAIN:
						skillratio += 100*skill_lv;
						break;
					case NPC_EARTHQUAKE:
						skillratio += 300 +100*skill_lv +100*(skill_lv/2);
						break;
				#ifdef RENEWAL
					case WZ_HEAVENDRIVE:
					case WZ_METEOR:
						skillratio += 25;
						break;
					case WZ_VERMILION:
						{
    						int interval = 0, per = interval, ratio = per;
    						while( (per++) < skill_lv ){
     							ratio += interval;
     							if(per%3==0) interval += 20;
    						}
							if( skill_lv > 9 )
								ratio -= 10;
							skillratio += ratio;
						}
						break;
					case NJ_HUUJIN:
						skillratio += 50;
						break;
				#else
					case WZ_VERMILION:
						skillratio += 20*skill_lv-20;
						break;
				#endif
					/**
					 * Arch Bishop
					 **/
					case AB_JUDEX:
						skillratio += 200 + 20 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case AB_ADORAMUS:
						skillratio += 400 + 100 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case AB_DUPLELIGHT_MAGIC:
						skillratio += 100 + 20 * skill_lv;
						break;
					/**
					 * Warlock
					 **/
					case WL_SOULEXPANSION:
						skillratio += 300 + 100 * skill_lv + sstatus->int_;
						RE_LVL_DMOD(100);
						break;
					case WL_FROSTMISTY:
						skillratio += 100 + 100 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case WL_JACKFROST:
						if( tsc && tsc->data[SC_FREEZING] ){
							skillratio += 900 + 300 * skill_lv;
							RE_LVL_DMOD(100);
						}else{
							skillratio += 400 + 100 * skill_lv;
							RE_LVL_DMOD(150);
						}
						break;
					case WL_DRAINLIFE:
						skillratio = 200 * skill_lv + sstatus->int_;
						RE_LVL_DMOD(100);
						break;
					case WL_CRIMSONROCK:
						skillratio += 1200 + 300 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case WL_HELLINFERNO:
						skillratio = 300 * skill_lv;
						RE_LVL_DMOD(100);
						// Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
						// Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
						if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; }
						skillratio /= 5;
						break;
					case WL_COMET: {
						struct status_change * sc = status_get_sc(src);
						if( sc )
							i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
						else
							i = 8;
						if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
						else
						if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
						else
						if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
						else
						skillratio = 800 + 200 * skill_lv;
						}
						break;
					case WL_CHAINLIGHTNING_ATK:
						skillratio += 100 + 300 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case WL_EARTHSTRAIN:
						skillratio += 1900 + 100 * skill_lv;
						RE_LVL_DMOD(100);
						break;
					case WL_TETRAVORTEX_FIRE:
					case WL_TETRAVORTEX_WATER:
					case WL_TETRAVORTEX_WIND:
					case WL_TETRAVORTEX_GROUND:
						skillratio += 400 + 500 * skill_lv;
						break;
					case WL_SUMMON_ATK_FIRE:
					case WL_SUMMON_ATK_WATER:
					case WL_SUMMON_ATK_WIND:
					case WL_SUMMON_ATK_GROUND:
						skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
						RE_LVL_DMOD(100);
						break;
					case LG_RAYOFGENESIS:
					{
						int16 lv = skill_lv;
						int bandingBonus = 0;
						if( sc && sc->data[SC_BANDING] )
							bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1);
						skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
					}
					break;
					case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
						if( sd ) {
							skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
						} else
							skillratio += 1900;	//2000%
						break;
					case WM_METALICSOUND:
						skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
						break;
					/*case WM_SEVERE_RAINSTORM:
						skillratio += 50 * skill_lv;
						break;

						WM_SEVERE_RAINSTORM just set a unit place,
						refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
					*/
					case WM_REVERBERATION_MAGIC:
						// MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
						skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
						RE_LVL_DMOD(100);
						break;
					case SO_FIREWALK:
						skillratio = 300;
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_HEATER_OPTION] )
							skillratio += sc->data[SC_HEATER_OPTION]->val3;
						break;
					case SO_ELECTRICWALK:
						skillratio = 300;
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_BLAST_OPTION] )
							skillratio += sd ? sd->status.job_level / 2 : 0;
						break;
					case SO_EARTHGRAVE:
						skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
							skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
						break;
					case SO_DIAMONDDUST:
						skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_COOLER_OPTION] )
							skillratio += sc->data[SC_COOLER_OPTION]->val3;
						break;
					case SO_POISON_BUSTER:
						skillratio += 1100 + 300 * skill_lv;
						if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
							skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
						break;
					case SO_PSYCHIC_WAVE:
						skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
						RE_LVL_DMOD(100);
						if( sc ){
							if( sc->data[SC_HEATER_OPTION] )
								skillratio += sc->data[SC_HEATER_OPTION]->val3;
							else if(sc->data[SC_COOLER_OPTION] )
								skillratio +=  sc->data[SC_COOLER_OPTION]->val3;
							else if(sc->data[SC_BLAST_OPTION] )
								skillratio += sc->data[SC_BLAST_OPTION]->val2;
							else if(sc->data[SC_CURSED_SOIL_OPTION] )
								skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
						}
						break;
					case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
						skillratio = status_get_int(src) * skill_lv + ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_BLAST_OPTION] )
							skillratio += sd ? sd->status.job_level * 5 : 0;
						break;
					case SO_CLOUD_KILL:
						skillratio += -100 + skill_lv * 40;
						RE_LVL_DMOD(100);
						if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
							skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
						break;
					case GN_DEMONIC_FIRE:
						if( skill_lv > 20)
						{	// Fire expansion Lv.2
							skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3;	// Need official INT bonus. [LimitLine]
						}
						else if( skill_lv > 10 )
						{	// Fire expansion Lv.1
							skillratio += 110 + 20 * (skill_lv - 10) / 2;
						}
						else
							skillratio += 110 + 20 * skill_lv;
						break;
						// Magical Elemental Spirits Attack Skills
					case EL_FIRE_MANTLE:
					case EL_WATER_SCREW:
						skillratio += 900;
						break;
					case EL_FIRE_ARROW:
					case EL_ROCK_CRUSHER_ATK:
						skillratio += 200;
						break;
					case EL_FIRE_BOMB:
					case EL_ICE_NEEDLE:
					case EL_HURRICANE_ATK:
						skillratio += 400;
						break;
					case EL_FIRE_WAVE:
					case EL_TYPOON_MIS_ATK:
						skillratio += 1100;
						break;
					case MH_ERASER_CUTTER:
						if(skill_lv%2) skillratio += 400; //600:800:1000
						else skillratio += 700; //1000:1200
						skillratio += 100 * skill_lv;
						break;
					case MH_XENO_SLASHER:
						if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700
						else skillratio += 400 + 100 * skill_lv; //700:900
						break;
					case MH_HEILIGE_STANGE:
						skillratio += 400 + 250 * skill_lv;
						skillratio = (skillratio * status_get_lv(src))/150;
						break;
					case MH_POISON_MIST:
						skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
						break;
				}

				MATK_RATE(skillratio);

				//Constant/misc additions from skills
				if (skill_id == WZ_FIREPILLAR)
					MATK_ADD(50);
			}
		}
#ifdef RENEWAL
		ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
		if(sd) {
			//Damage bonuses
			if ((i = pc_skillatk_bonus(sd, skill_id)))
				ad.damage += (int64)ad.damage*i/100;

			//Ignore Defense?
			if (!flag.imdef && (
				sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) ||
				sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) ||
				sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS )
			))
				flag.imdef = 1;
		}

		if(!flag.imdef){
			defType mdef = tstatus->mdef;
			int mdef2= tstatus->mdef2;
#ifdef RENEWAL
			if(tsc && tsc->data[SC_ASSUMPTIO])
				mdef <<= 1; // only eMDEF is doubled
#endif
			if(sd) {
				i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
				i+= sd->ignore_mdef[tstatus->race];
				if (i)
				{
					if (i > 100) i = 100;
					mdef -= mdef * i/100;
					//mdef2-= mdef2* i/100;
				}
			}
		#ifdef RENEWAL
			/**
			 * RE MDEF Reduction
			 * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
			 **/
			ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
		#else
			if(battle_config.magic_defense_type)
				ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
			else
				ad.damage = ad.damage * (100-mdef)/100 - mdef2;
		#endif
		}

		//[Durant_LDAMAGE]
		if (skill_id == NPC_EARTHQUAKE)
		{	//Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
			//Also divide the extra bonuses from atk2 based on the number in range [Kevin]
			int damage1 = (int)(((double)sstatus->rhw.atk2)*0.3);
			int damage2 = (int)(((double)sstatus->rhw.atk2)*0.7);
			TBL_PC *tsd = BL_CAST(BL_PC, target);

			damage1 += battle_calc_cardfix_status(BF_WEAPON, src, target, NK_NO_ELEFIX, s_ele, 0, damage1, 0, BF_SHORT);
			damage2 += battle_calc_cardfix(BF_WEAPON, src, target, NK_NO_ELEFIX, s_ele, 0, damage2, 0, BF_SHORT);

			if(tsd && (pc_skillatk_bonus(tsd, skill_id) < 11) && (tsc->data[SC_ARMOR])){
					struct item_data *shield_data = tsd->inventory_data[tsd->equip_index[EQI_HAND_L]];
					if(shield_data && shield_data->type == IT_ARMOR){
						damage1 = (int)(((double)damage1)*0.67);
						damage2 = (damage2 >> 1);
					}else {
						damage2 = (int)(((double)damage2)*0.67);
					}
			}
			if(tsd && (pc_skillatk_bonus(tsd, skill_id) > 10)){
				damage1 += 900;
				damage2 += 1500;
			}
			if(mflag>0)
				ad.damage+= (((damage1+damage2)*skillratio)/100)/mflag;
			else
				ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
		}

		if(ad.damage<1)
			ad.damage=1;
		else if(sc){//only applies when hit
			// TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
			switch(skill_id){
				case MG_LIGHTNINGBOLT:
				case MG_THUNDERSTORM:
				case MG_FIREBOLT:
				case MG_FIREWALL:
				case MG_COLDBOLT:
				case MG_FROSTDIVER:
				case WZ_EARTHSPIKE:
				case WZ_HEAVENDRIVE:
					if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
						|| sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
						ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
					break;
			}
		}

		if (!(nk&NK_NO_ELEFIX))
			ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);

		if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS )
		{ //Apply the physical part of the skill's damage. [Skotlex]
			struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
			ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
			if( src == target )
			{
				if( src->type == BL_PC )
					ad.damage = ad.damage/2;
				else
					ad.damage = 0;
			}
		}

#ifndef RENEWAL
        ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
	}

	damage_div_fix(ad.damage, ad.div_);

	if (flag.infdef && ad.damage)
		ad.damage = ad.damage>0?1:-1;

	ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
	if( map_flag_gvg2(target->m) )
		ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);
	else if( map[target->m].flag.battleground )
		ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag);

	switch( skill_id ) { /* post-calc modifiers */
		case SO_VARETYR_SPEAR: { // Physical damage.
			struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
			if(!flag.infdef && ad.damage > 1)
				ad.damage += wd.damage;
			break;
		}
		//case HM_ERASER_CUTTER:
	}

	return ad;
}

/*==========================================
 * Calculate Misc dammage for skill_id
 *------------------------------------------*/
struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
{
	int skill;
	short i, nk;
	short s_ele;

	struct map_session_data *sd, *tsd;
	struct Damage md; //DO NOT CONFUSE with md of mob_data!
	struct status_data *sstatus = status_get_status_data(src);
	struct status_data *tstatus = status_get_status_data(target);

	memset(&md,0,sizeof(md));

	if( src == NULL || target == NULL ){
		nullpo_info(NLP_MARK);
		return md;
	}

	//Some initial values
	md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
	md.dmotion=tstatus->dmotion;
	md.div_=skill_get_num( skill_id,skill_lv );
	md.blewcount=skill_get_blewcount(skill_id,skill_lv);
	md.dmg_lv=ATK_DEF;
	md.flag=BF_MISC|BF_SKILL;

	nk = skill_get_nk(skill_id);

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	if(sd) {
		sd->state.arrow_atk = 0;
		md.blewcount += battle_blewcount_bonus(sd, skill_id);
	}

	s_ele = skill_get_ele(skill_id, skill_lv);
	if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
		s_ele = ELE_NEUTRAL;
	else if (s_ele == -3) //Use random element
		s_ele = rnd()%ELE_MAX;

	//Skill Range Criteria
	md.flag |= battle_range_type(src, target, skill_id, skill_lv);

	switch( skill_id )
	{
#ifdef RENEWAL
	case HT_LANDMINE:
	case MA_LANDMINE:
	case HT_BLASTMINE:
	case HT_CLAYMORETRAP:
		md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
		md.damage += md.damage * (rnd()%20-10) / 100;
		md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0);
		break;
#else
	case HT_LANDMINE:
	case MA_LANDMINE:
		md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
		break;
	case HT_BLASTMINE:
		md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
		break;
	case HT_CLAYMORETRAP:
		md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
		break;
#endif
	case HT_BLITZBEAT:
	case SN_FALCONASSAULT:
		//Blitz-beat Damage.
		if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
			skill=0;
		md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
		if(mflag > 1) //Autocasted Blitz.
			nk|=NK_SPLASHSPLIT;

		if (skill_id == SN_FALCONASSAULT)
		{
			//Div fix of Blitzbeat
			skill = skill_get_num(HT_BLITZBEAT, 5);
			damage_div_fix(md.damage, skill);

			//Falcon Assault Modifier
			md.damage=(int64)md.damage*(150+70*skill_lv)/100;
		}
		break;
	case TF_THROWSTONE:
		md.damage=50;
		break;
	case BA_DISSONANCE:
		md.damage=30+skill_lv*10;
		if (sd)
			md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
		break;
	case NPC_SELFDESTRUCTION:
		md.damage = sstatus->hp;
		break;
	case NPC_SMOKING:
		md.damage=3;
		break;
	case NPC_DARKBREATH:
		md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
		if(md.damage > 9999) md.damage = 9999;
		break;
	case PA_PRESSURE:
		md.damage=500+300*skill_lv;
		break;
	case PA_GOSPEL:
		md.damage = 1+rnd()%9999;
		break;
	case CR_ACIDDEMONSTRATION:
#ifdef RENEWAL
		{
			struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
			struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
			md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv)  * tstatus->vit / 100 );
			
			// AD benefits from endow/element but damage is forced back to neutral
			battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
		}
#else 
		if(tstatus->vit+sstatus->int_) //crash fix
			md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
		else
			md.damage = 0;
		if (tsd) md.damage>>=1;
#endif
		if (md.damage < 0 || md.damage > INT_MAX>>1)
		//Overflow prevention, will anyone whine if I cap it to a few billion?
		//Not capped to INT_MAX to give some room for further damage increase.
			md.damage = INT_MAX>>1;
		break;
	case NJ_ZENYNAGE:
	case KO_MUCHANAGE:
			md.damage = skill_get_zeny(skill_id ,skill_lv);
			if (!md.damage) md.damage = 2;
			md.damage = rand()%md.damage + md.damage / (skill_id==NJ_ZENYNAGE?1:2) ;
			if (is_boss(target))
				md.damage=md.damage / (skill_id==NJ_ZENYNAGE?3:2);
			else if (tsd) // need confirmation for KO_MUCHANAGE
				md.damage=md.damage/2;
		break;
#ifdef RENEWAL
	case NJ_ISSEN: 
		// official renewal formula [helvetica] 
		// base skill dmg = currenthp + ((atk * currenthp * skill lvl) / maxhp) 
		// final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
		{
			struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
			struct status_change *sc = status_get_sc(src);
			short totaldef = 0;
			md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
			
			if (sc && sc->data[SC_BUNSINJYUTSU] && (i=sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
				md.div_ = -( i + 2 ); // mirror image count + 2
				md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
			}
			// modified def reduction, final damage = base damage - (edef + sdef)
			totaldef = tstatus->def2 + (short)status_get_def(target);
			md.damage -= totaldef;
		}
		break;
#endif			
	case GS_FLING:
		md.damage = sd?sd->status.job_level:status_get_lv(src);
		break;
	case GS_GROUNDDRIFT: 
		md.damage = 50*skill_lv;
		md.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, 0, md.damage, 0, md.flag|NK_NO_CARDFIX_DEF); // ground drift benefits from weapon atk cards, ignore DEF cards so we don't apply twice
		break;
	case HVAN_EXPLOSION:	//[orn]
		md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
		break ;
	case ASC_BREAKER:
#ifdef RENEWAL
		{
			struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
			struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
			short totaldef = 0, totalmdef = 0;
			nk|=NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
			
			// (atk + matk) * (3 + (.5 * skill level))
			md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
			
			// modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
			totaldef = tstatus->def2 + (short)status_get_def(target);
			totalmdef = tstatus->mdef + tstatus->mdef2;
			md.damage -= totaldef + totalmdef;
		}
#else
		md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
		nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
#endif
		break;
	case HW_GRAVITATION:
		md.damage = 200+200*skill_lv;
		md.dmotion = 0; //No flinch animation.
		break;
	case NPC_EVILLAND:
		md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
		break;
	case RK_DRAGONBREATH:
		md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
		RE_LVL_MDMOD(150);
		if (sd) md.damage = (int64)md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
		md.flag |= BF_LONG|BF_WEAPON;
		break;
	case RA_CLUSTERBOMB:
	case RA_FIRINGTRAP:
 	case RA_ICEBOUNDTRAP:
		md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ;
		RE_LVL_TMDMOD();
		if(sd)
		{
			int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
			if(researchskill_lv)
				md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
			else
				md.damage = 0;
		}else
			md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);

		break;
	case NC_SELFDESTRUCTION:
		{
			short totaldef = tstatus->def2 + (short)status_get_def(target);
			md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
			RE_LVL_MDMOD(100);
			md.damage += status_get_hp(src) - totaldef;
		}
		break;
	case GN_THORNS_TRAP:
		md.damage = 100 + 200 * skill_lv + sstatus->int_;
		break;
	case GN_HELLS_PLANT_ATK:
		//[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
		md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) );
		break;
	case KO_HAPPOKUNAI:
		{
			struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
			short totaldef = tstatus->def2 + (short)status_get_def(target);
			md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100;
			md.damage -= totaldef;
		}
		break;
	case KO_MAKIBISHI:
		md.damage = 20 * skill_lv;
		break;
	}

	if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
		if(mflag>0)
			md.damage/= mflag;
		else
			ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
	}

	damage_div_fix(md.damage, md.div_);

	if (!(nk&NK_IGNORE_FLEE))
	{
		struct status_change *sc = status_get_sc(target);
		i = 0; //Temp for "hit or no hit"
		if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
			i = 1;
		else {
			short
				flee = tstatus->flee,
#ifdef RENEWAL
				hitrate = 0; //Default hitrate
#else
				hitrate = 80; //Default hitrate
#endif

			if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
				unsigned char attacker_count; //256 max targets should be a sane max
				attacker_count = unit_counttargeted(target);
				if(attacker_count >= battle_config.agi_penalty_count)
				{
					if (battle_config.agi_penalty_type == 1)
						flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
					else //asume type 2: absolute reduction
						flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
					if(flee < 1) flee = 1;
				}
			}

			hitrate+= sstatus->hit - flee;
#ifdef RENEWAL
			if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
				hitrate += pc_checkskill(sd,AC_VULTURE);
#endif
			hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);

			if(rnd()%100 < hitrate)
				i = 1;
		}
		if (!i) {
			md.damage = 0;
			md.dmg_lv=ATK_FLEE;
		}
	}
	if(skill_id != CR_ACIDDEMONSTRATION && skill_id != ASC_BREAKER)
		md.damage +=  battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);

	if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
		md.damage += (int64)md.damage*i/100;

	if(md.damage < 0)
		md.damage = 0;
	else if(md.damage && tstatus->mode&MD_PLANT){
		switch(skill_id){
			case HT_LANDMINE:
			case MA_LANDMINE:
			case HT_BLASTMINE:
			case HT_CLAYMORETRAP:
			case RA_CLUSTERBOMB:
#ifdef RENEWAL
				break;
			case NJ_ISSEN:
				md.damage = 0;
				md.dmg_lv=ATK_FLEE;
				break;
#endif
			default:
				md.damage = 1;
		}
	}else if( target->type == BL_SKILL ){
		TBL_SKILL *su = (TBL_SKILL*)target;
		if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
			md.damage = 1;
	}

	if(!(nk&NK_NO_ELEFIX))
		md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);

	md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
	if( map_flag_gvg2(target->m) )
		md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);
	else if( map[target->m].flag.battleground )
		md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag);

	switch( skill_id ) {
		case RA_FIRINGTRAP:
 		case RA_ICEBOUNDTRAP:
			if( md.damage == 1 ) break;
		case RA_CLUSTERBOMB:
			{
				struct Damage wd;
				wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
				md.damage += wd.damage;
			}
			break;
		case NJ_ZENYNAGE:
			if( sd ) {
				if ( md.damage > sd->status.zeny )
					md.damage = sd->status.zeny;
				pc_payzeny(sd, md.damage,LOG_TYPE_STEAL,NULL);
			}
		break;
	}

	if(tstatus->mode&MD_IGNOREMISC && md.flag&(BF_MISC) )	//misc @TODO optimize me
		md.damage = md.damage2 = 1;

	return md;
}
/*==========================================
 * Battle main entry, from skill_attack
 *------------------------------------------*/
struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
{
	struct Damage d;
	switch(attack_type) {
	case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
	case BF_MAGIC:  d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count);  break;
	case BF_MISC:   d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count);   break;
	default:
		ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
		memset(&d,0,sizeof(d));
		break;
	}
	if( d.damage + d.damage2 < 1 )
	{	//Miss/Absorbed
		//Weapon attacks should go through to cause additional effects.
		if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
			d.dmg_lv = ATK_MISS;
		d.dmotion = 0;
	}
	else // Some skills like Weaponry Research will cause damage even if attack is dodged
		d.dmg_lv = ATK_DEF;
	return d;
}

//Calculates BF_WEAPON returned damage.
int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, uint16 skill_id){
	struct map_session_data* sd;
	int rdamage = 0, damage = *dmg;
	int max_damage = status_get_max_hp(bl);
	struct status_change* sc;

	sd = BL_CAST(BL_PC, bl);
	sc = status_get_sc(bl);

	if( sc && sc->data[SC_REFLECTDAMAGE] ) {
		if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
			max_damage = (int64)max_damage * status_get_lv(bl) / 100;
			rdamage = (int64)(*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
			if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
				status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
		}
	} else if (flag & BF_SHORT) {//Bounces back part of the damage.
		if ( sd && sd->bonus.short_weapon_damage_return ) {
			rdamage += (int64)damage * sd->bonus.short_weapon_damage_return / 100;
			if(rdamage < 1) rdamage = 1;
		}
		if( sc && sc->count ) {
			if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
				rdamage += (int64)damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
				if (rdamage < 1) rdamage = 1;
			}
			if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) {
				uint8 dir = map_calc_dir(bl,src->x,src->y),
					t_dir = unit_getdir(bl);

				if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
					int rd1 = 0;
					rd1 = (int64)min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
					*dmg = (int64)rd1 * 30 / 100; // Received damage = 30% of amplifly damage.
					clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
					status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER);
					rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
				}
			}
		}
	} else {
		if (sd && sd->bonus.long_weapon_damage_return) {
			rdamage += (int64)damage * sd->bonus.long_weapon_damage_return / 100;
			if (rdamage < 1) rdamage = 1;
		}
	}

	if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
		rdamage = 0;

	return min(rdamage,max_damage);
}

void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
{
	struct weapon_data *wd;
	int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
	for (i = 0; i < 4; i++) {
		//First two iterations: Right hand
		if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
		else { wd = &sd->left_weapon; damage = &ldamage; }
		if (*damage <= 0) continue;
		//First and Third iterations: race, other two boss/nonboss state
		if (i == 0 || i == 2)
			type = race;
		else
			type = boss?RC_BOSS:RC_NONBOSS;

		hp = wd->hp_drain[type].value;
		if (wd->hp_drain[type].rate)
			hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);

		sp = wd->sp_drain[type].value;
		if (wd->sp_drain[type].rate)
			sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);

		if (hp) {
			if (wd->hp_drain[type].type)
				rhp += hp;
			thp += hp;
		}
		if (sp) {
			if (wd->sp_drain[type].type)
				rsp += sp;
			tsp += sp;
		}
	}

	if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate)
		status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);

	if( sd->sp_gain_race_attack[race] )
		tsp += sd->sp_gain_race_attack[race];
	if( sd->hp_gain_race_attack[race] )
		thp += sd->hp_gain_race_attack[race];

	if (!thp && !tsp) return;

	status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);

	if (rhp || rsp)
		status_zap(tbl, rhp, rsp);
}
// Deals the same damage to targets in area. [pakpil]
int battle_damage_area( struct block_list *bl, va_list ap) {
	unsigned int tick;
	int amotion, dmotion, damage;
	struct block_list *src;

	nullpo_ret(bl);

	tick=va_arg(ap, unsigned int);
	src=va_arg(ap,struct block_list *);
	amotion=va_arg(ap,int);
	dmotion=va_arg(ap,int);
	damage=va_arg(ap,int);
	if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
		return 0;
	if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
		map_freeblock_lock();
		if( src->type == BL_PC )
			battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
		if( amotion )
			battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
		else
			status_fix_damage(src,bl,damage,0);
		clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
		skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
		map_freeblock_unlock();
	}

	return 0;
}
/*==========================================
 * Do a basic physical attack (call trough unit_attack_timer)
 *------------------------------------------*/
enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
	struct map_session_data *sd = NULL, *tsd = NULL;
	struct status_data *sstatus, *tstatus;
	struct status_change *sc, *tsc;
	int damage,rdamage=0,rdelay=0;
	int skillv;
	struct Damage wd;

	nullpo_retr(ATK_NONE, src);
	nullpo_retr(ATK_NONE, target);

	if (src->prev == NULL || target->prev == NULL)
		return ATK_NONE;

	sd = BL_CAST(BL_PC, src);
	tsd = BL_CAST(BL_PC, target);

	sstatus = status_get_status_data(src);
	tstatus = status_get_status_data(target);

	sc = status_get_sc(src);
	tsc = status_get_sc(target);

	if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
		sc = NULL;
	if (tsc && !tsc->count)
		tsc = NULL;

	if (sd)
	{
		sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
		if (sd->state.arrow_atk)
		{
			int index = sd->equip_index[EQI_AMMO];
			if (index<0) {
				clif_arrow_fail(sd,0);
				return ATK_NONE;
			}
			//Ammo check by Ishizu-chan
			if (sd->inventory_data[index])
			switch (sd->status.weapon) {
			case W_BOW:
				if (sd->inventory_data[index]->look != A_ARROW) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			case W_REVOLVER:
			case W_RIFLE:
			case W_GATLING:
			case W_SHOTGUN:
				if (sd->inventory_data[index]->look != A_BULLET) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			case W_GRENADE:
				if (sd->inventory_data[index]->look != A_GRENADE) {
					clif_arrow_fail(sd,0);
					return ATK_NONE;
				}
			break;
			}
		}
	}
	if (sc && sc->count) {
		if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
			status_change_end(src, SC_CLOAKING, INVALID_TIMER);
		else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
			status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
	}
	if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
	{
		uint8 dir = map_calc_dir(target,src->x,src->y);
		int t_dir = unit_getdir(target);
		int dist = distance_bl(src, target);
		if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
		{
			uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
			clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
			clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
			status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
			skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
			return ATK_BLOCK;
		}
	}

	if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
	{
		uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
		int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
		status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
		if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
		{	//Target locked.
			clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
			clif_bladestop(target, src->id, 1);
			sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
			return ATK_BLOCK;
		}
	}

	if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
		int triple_rate= 30 - skillv; //Base Rate
		if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
			triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
			status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
		}
		if (rnd()%100 < triple_rate) {
			if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
				return ATK_DEF;
			return ATK_MISS;
		}
	}

	if (sc) {
		if (sc->data[SC_SACRIFICE]) {
			uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
			damage_lv ret_val;

			if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
				status_change_end(src, SC_SACRIFICE, INVALID_TIMER);

			/**
			 * We need to calculate the DMG before the hp reduction, because it can kill the source.
			 * For futher information: bugreport:4950
			 **/
			ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);

			status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
			if( ret_val == ATK_NONE )
				return ATK_MISS;
			return ret_val;
		}
		if (sc->data[SC_MAGICALATTACK]) {
			if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
				return ATK_DEF;
			return ATK_MISS;
		}
		if( sc->data[SC_GT_ENERGYGAIN] ) {
			if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1)
				pc_addspiritball(sd,
								 skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1),
								 sc->data[SC_GT_ENERGYGAIN]->val1);
		}
		if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
			if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1)
				pc_addspiritball(tsd,
								 skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1),
								 tsc->data[SC_GT_ENERGYGAIN]->val1);
		}
		if( sc && sc->data[SC_CRUSHSTRIKE] ){
			uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1;
			status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER);
			if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) )
				return ATK_DEF;
			return ATK_MISS;
		}
	}

	if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
		tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.

	wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);

	if( sc && sc->count ) {
		if (sc->data[SC_EXEEDBREAK]) {
			ATK_RATER(wd.damage, sc->data[SC_EXEEDBREAK]->val1)
			status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
		}
		if( sc->data[SC_SPELLFIST] ) {
			if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
				struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
				wd.damage = ad.damage;
			}else
				status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
		}
		if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 )
			wd.damage *= 3; // Triple Damage

		if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){
			pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
			sc->data[SC_FEARBREEZE]->val4 = 0;
		}
	}
	if (sd && sd->state.arrow_atk) //Consume arrow.
		battle_consume_ammo(sd, 0, 0);

	damage = wd.damage + wd.damage2;
	if( damage > 0 && src != target )
	{
		if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
		{	// Activates it only from melee damage
			uint16 skill_id;
			if( rnd()%2 == 1 )
				skill_id = AB_DUPLELIGHT_MELEE;
			else
				skill_id = AB_DUPLELIGHT_MAGIC;
			skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
		}

		rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0);
		if( rdamage > 0 ) {
			if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
				if( src != target )// Don't reflect your own damage (Grand Cross)
					map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
			} else {
				rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
				//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
				skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
			}
		}
	}

	wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);

	if (sd && sd->bonus.splash_range > 0 && damage > 0)
		skill_castend_damage_id(src, target, 0, 1, tick, 0);
	if ( target->type == BL_SKILL && damage > 0 ){
		TBL_SKILL *su = (TBL_SKILL*)target;
		if( su->group && su->group->skill_id == HT_BLASTMINE)
			skill_blown(src, target, 3, -1, 0);
	}
	map_freeblock_lock();

	battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
	if( tsc ) {
		if( tsc->data[SC_DEVOTION] ) {
			struct status_change_entry *sce = tsc->data[SC_DEVOTION];
			struct block_list *d_bl = map_id2bl(sce->val1);

			if( d_bl && (
				(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
				(d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
				) && check_distance_bl(target, d_bl, sce->val3) )
			{
				clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
				status_fix_damage(NULL, d_bl, damage, 0);
			}
			else
				status_change_end(target, SC_DEVOTION, INVALID_TIMER);
		} else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) {
			struct elemental_data *ed = ((TBL_PC*)target)->ed;
			if( ed ) {
				clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6);
				skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
			}
		} else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
			struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
			if( e_bl && !status_isdead(e_bl) ) {
				clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
				status_damage(target,e_bl,damage,0,0,0);
				// Just show damage in target.
				clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
				map_freeblock_unlock();
				return ATK_NONE;
			}
		}
	}
	if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
		int sp = 0;
		uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
		uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
		int i = rnd()%100;
		if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
			i = 0; //Max chance, no skill_lv reduction. [Skotlex]
		if (i >= 50) skill_lv -= 2;
		else if (i >= 15) skill_lv--;
		if (skill_lv < 1) skill_lv = 1;
		sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;

		if (status_charge(src, 0, sp)) {
			switch (skill_get_casttype(skill_id)) {
				case CAST_GROUND:
					skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
					break;
				case CAST_NODAMAGE:
					skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
					break;
				case CAST_DAMAGE:
					skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
					break;
			}
		}
	}
	if (sd) {
		if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
			sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED )
		{
			int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id,
				r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;

			if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
				int type;
				if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
					int maxcount = 0;

					if( !(BL_PC&battle_config.skill_reiteration) &&
						skill_get_unit_flag(r_skill)&UF_NOREITERATION )
							type = -1;

					if( BL_PC&battle_config.skill_nofootset &&
						skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
							type = -1;

					if( BL_PC&battle_config.land_skill_limit &&
						(maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
					  ) {
						int v;
						for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
							if(sd->ud.skillunit[v]->skill_id == r_skill)
								maxcount--;
						}
						if( maxcount == 0 )
							type = -1;
					}

					if( type != CAST_GROUND ){
							clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
							map_freeblock_unlock();
							return wd.dmg_lv;
					}
				}

				sd->state.autocast = 1;
				skill_consume_requirement(sd,r_skill,r_lv,3);
				switch( type ) {
				case CAST_GROUND:
					skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
					break;
				case CAST_NODAMAGE:
					skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
					break;
				case CAST_DAMAGE:
					skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
					break;
				}
				sd->state.autocast = 0;

				sd->ud.canact_tick = tick + skill_delayfix(src, r_skill, r_lv);
				clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
			}
		}

		if (wd.flag & BF_WEAPON && src != target && damage > 0) {
			if (battle_config.left_cardfix_to_right)
				battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
			else
				battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
		}
	}
	if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
		if(tsd && src != target)
			battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
		battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
	}

	if (tsc) {
		if (tsc->data[SC_POISONREACT] &&
			(rnd()%100 < tsc->data[SC_POISONREACT]->val3
			|| sstatus->def_ele == ELE_POISON) &&
//			check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
			status_check_skilluse(target, src, TF_POISON, 0)
		) {	//Poison React
			struct status_change_entry *sce = tsc->data[SC_POISONREACT];
			if (sstatus->def_ele == ELE_POISON) {
				sce->val2 = 0;
				skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
			} else {
				skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
				--sce->val2;
			}
			if (sce->val2 <= 0)
				status_change_end(target, SC_POISONREACT, INVALID_TIMER);
		}
	}
	map_freeblock_unlock();
	return wd.dmg_lv;
}

int battle_check_undead(int race,int element)
{
	if(battle_config.undead_detect_type == 0) {
		if(element == ELE_UNDEAD)
			return 1;
	}
	else if(battle_config.undead_detect_type == 1) {
		if(race == RC_UNDEAD)
			return 1;
	}
	else {
		if(element == ELE_UNDEAD || race == RC_UNDEAD)
			return 1;
	}
	return 0;
}

//Returns the upmost level master starting with the given object
struct block_list* battle_get_master(struct block_list *src)
{
	struct block_list *prev; //Used for infinite loop check (master of yourself?)
	do {
		prev = src;
		switch (src->type) {
			case BL_PET:
				if (((TBL_PET*)src)->msd)
					src = (struct block_list*)((TBL_PET*)src)->msd;
				break;
			case BL_MOB:
				if (((TBL_MOB*)src)->master_id)
					src = map_id2bl(((TBL_MOB*)src)->master_id);
				break;
			case BL_HOM:
				if (((TBL_HOM*)src)->master)
					src = (struct block_list*)((TBL_HOM*)src)->master;
				break;
			case BL_MER:
				if (((TBL_MER*)src)->master)
					src = (struct block_list*)((TBL_MER*)src)->master;
				break;
			case BL_ELEM:
				if (((TBL_ELEM*)src)->master)
					src = (struct block_list*)((TBL_ELEM*)src)->master;
				break;
			case BL_SKILL:
				if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
					src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
				break;
		}
	} while (src && src != prev);
	return prev;
}

/*==========================================
 * Checks the state between two targets (rewritten by Skotlex)
 * (enemy, friend, party, guild, etc)
 * See battle.h for possible values/combinations
 * to be used here (BCT_* constants)
 * Return value is:
 * 1: flag holds true (is enemy, party, etc)
 * -1: flag fails
 * 0: Invalid target (non-targetable ever)
 *------------------------------------------*/
int battle_check_target( struct block_list *src, struct block_list *target,int flag)
{
	int16 m; //map
	int state = 0; //Initial state none
	int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
	struct block_list *s_bl = src, *t_bl = target;

	nullpo_ret(src);
	nullpo_ret(target);

	m = target->m;

	//t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
	//objects involved.
	if( (t_bl = battle_get_master(target)) == NULL )
		t_bl = target;

	if( (s_bl = battle_get_master(src)) == NULL )
		s_bl = src;

	if ( s_bl->type == BL_PC ) {
		switch( t_bl->type ) {
			case BL_MOB: // Source => PC, Target => MOB
				if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
					return 0;
				break;
			case BL_PC:
				if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
					return 0;
				break;
			default:/* anything else goes */
				break;
		}
	}

	switch( target->type ) { // Checks on actual target
		case BL_PC: {
				struct status_change* sc = status_get_sc(src);
				if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
					return -1; //Cannot be targeted yet.
				if( sc && sc->count ) {
					if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
						return -1;
				}
			}
			break;
		case BL_MOB:
			if(((((TBL_MOB*)target)->special_state.ai == AI_SPHERE || //Marine Spheres
				(((TBL_MOB*)target)->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && //Floras
				s_bl->type == BL_PC && src->type != BL_MOB) || (((TBL_MOB*)target)->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id)) //Zanzoe
			{	//Targettable by players
				state |= BCT_ENEMY;
				strip_enemy = 0;
			}
			break;
		case BL_SKILL:
		{
			TBL_SKILL *su = (TBL_SKILL*)target;
			if( !su->group )
				return 0;
			if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
				switch( battle_getcurrentskill(src) ) {
					case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
						if( !map[m].flag.pvp && !map[m].flag.gvg )
							break;
					case 0://you can hit them without skills
					case MA_REMOVETRAP:
					case HT_REMOVETRAP:
					case AC_SHOWER:
					case MA_SHOWER:
					case WZ_SIGHTRASHER:
					case WZ_SIGHTBLASTER:
					case SM_MAGNUM:
					case MS_MAGNUM:
					case RA_DETONATOR:
					case RA_SENSITIVEKEEN:
					case GN_CRAZYWEED_ATK:
					case RK_STORMBLAST:
					case SR_RAMPAGEBLASTER:
					case NC_COLDSLOWER:
					case NC_SELFDESTRUCTION:
#ifdef RENEWAL
					case KN_BOWLINGBASH:
					case KN_SPEARSTAB:
					case LK_SPIRALPIERCE:
					case ML_SPIRALPIERCE:
					case MO_FINGEROFFENSIVE:
					case MO_INVESTIGATE:
					case MO_TRIPLEATTACK:
					case MO_EXTREMITYFIST:
					case CR_HOLYCROSS:
					case ASC_METEORASSAULT:
					case RG_RAID:
					case MC_CARTREVOLUTION:
#endif
						state |= BCT_ENEMY;
						strip_enemy = 0;
						break;
					default:
						if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
							state |= BCT_ENEMY;
							strip_enemy = 0;
						}else
							return 0;
				}
			} else if (su->group->skill_id==WZ_ICEWALL ||
					   su->group->skill_id == GN_WALLOFTHORN) {
				state |= BCT_ENEMY;
				strip_enemy = 0;
			} else	//Excepting traps and icewall, you should not be able to target skills.
				return 0;
		}
			break;
		//Valid targets with no special checks here.
		case BL_MER:
		case BL_HOM:
		case BL_ELEM:
			break;
		//All else not specified is an invalid target.
		default:
			return 0;
	} //end switch actual target

	switch( t_bl->type )
	{	//Checks on target master
		case BL_PC:
		{
			struct map_session_data *sd;
			if( t_bl == s_bl ) break;
			sd = BL_CAST(BL_PC, t_bl);

			if( sd->state.monster_ignore && flag&BCT_ENEMY )
				return 0; // Global inminuty only to Attacks
			if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
				state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
			if( sd->state.killable ) {
				state |= BCT_ENEMY; // Everything can kill it
				strip_enemy = 0;
			}
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = BL_CAST(BL_MOB, t_bl);

			if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
				return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
			break;
		}
		default: break; //other type doesn't have slave yet
    } //end switch master target

	switch( src->type ) { //Checks on actual src type
		case BL_PET:
			if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
				return 0; //Pet may not attack non-mobs.
			if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
				return 0; //pet may not attack Guardians/Emperium
			break;
		case BL_SKILL: {
				struct skill_unit *su = (struct skill_unit *)src;
				if (!su->group)
					return 0;

				if (su->group->src_id == target->id) {
					int inf2 = skill_get_inf2(su->group->skill_id);
					if (inf2&INF2_NO_TARGET_SELF)
						return -1;
					if (inf2&INF2_TARGET_SELF)
						return 1;
				}
			}
			break;
		case BL_MER:
			if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM && flag&BCT_ENEMY)
				return 0; //mercenary may not attack Emperium
			break;
    } //end switch actual src

	switch( s_bl->type )
	{	//Checks on source master
		case BL_PC:
		{
			struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
			if( s_bl != t_bl )
			{
				if( sd->state.killer )
				{
					state |= BCT_ENEMY; // Can kill anything
					strip_enemy = 0;
				}
				else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
				{
					if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
						return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
					else
						return 0; // You can't target anything out of your duel
				}
			}
			if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM )
				return 0; //If you don't belong to a guild, can't target emperium.
			if( t_bl->type != BL_PC )
				state |= BCT_ENEMY; //Natural enemy.
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = BL_CAST(BL_MOB, s_bl);
			if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
				return 0; // Disable guardians/emperium owned by Guilds on non-woe times.

			if( !md->special_state.ai )
			{ //Normal mobs
				if(
					( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
					( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
				  )
					state |= BCT_PARTY; //Normal mobs with no ai are friends.
				else
					state |= BCT_ENEMY; //However, all else are enemies.
			}
			else
			{
				if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
					state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
			}
			break;
		}
		default:
		//Need some sort of default behaviour for unhandled types.
			if (t_bl->type != s_bl->type)
				state |= BCT_ENEMY;
			break;
    } //end switch on src master

	if( (flag&BCT_ALL) == BCT_ALL )
	{ //All actually stands for all attackable chars
		if( target->type&BL_CHAR )
			return 1;
		else
			return -1;
	}
	if( flag == BCT_NOONE ) //Why would someone use this? no clue.
		return -1;

	if( t_bl == s_bl )
	{ //No need for further testing.
		state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
		if( state&BCT_ENEMY && strip_enemy )
			state&=~BCT_ENEMY;
		return (flag&state)?1:-1;
	}

	if( map_flag_vs(m) )
	{ //Check rivalry settings.
		int sbg_id = 0, tbg_id = 0;
		if( map[m].flag.battleground )
		{
			sbg_id = bg_team_get_id(s_bl);
			tbg_id = bg_team_get_id(t_bl);
		}
		if( flag&(BCT_PARTY|BCT_ENEMY) )
		{
			int s_party = status_get_party_id(s_bl);
			if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
				state |= BCT_PARTY;
			else
				state |= BCT_ENEMY;
		}
		if( flag&(BCT_GUILD|BCT_ENEMY) )
		{
			int s_guild = status_get_guild_id(s_bl);
			int t_guild = status_get_guild_id(t_bl);
			if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
				state |= BCT_GUILD;
			else
				state |= BCT_ENEMY;
		}
		if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
			state &= ~BCT_ENEMY;

		if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
		{ // Prevent novice engagement on pk_mode (feature by Valaris)
			TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
			if (
				(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
				(int)sd->status.base_level < battle_config.pk_min_level ||
			  	(int)sd2->status.base_level < battle_config.pk_min_level ||
				(battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
			)
				if(!map[m].flag.forcepvp)	//[Durant_L0102]
					state &= ~BCT_ENEMY;
		}
    }//end map_flag_vs chk rivality
	else
	{ //Non pvp/gvg, check party/guild settings.
		if( flag&BCT_PARTY || state&BCT_ENEMY )
		{
			int s_party = status_get_party_id(s_bl);
			if(s_party && s_party == status_get_party_id(t_bl))
				state |= BCT_PARTY;
		}
		if( flag&BCT_GUILD || state&BCT_ENEMY )
		{
			int s_guild = status_get_guild_id(s_bl);
			int t_guild = status_get_guild_id(t_bl);
			if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
				state |= BCT_GUILD;
		}
    } //end non pvp/gvg chk rivality

	if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
		state = BCT_NEUTRAL;
	//Alliance state takes precedence over enemy one.
	else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
		state&=~BCT_ENEMY;

	return (flag&state)?1:-1;
}
/*==========================================
 * Check if can attack from this range
 * Basic check then calling path_search for obstacle etc..
 *------------------------------------------*/
bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
{
	int d;
	nullpo_retr(false, src);
	nullpo_retr(false, bl);

	if( src->m != bl->m )
		return false;

#ifndef CIRCULAR_AREA
	if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
		int dx = src->x - bl->x, dy = src->y - bl->y;
		if( !check_distance(dx, dy, range) )
			return false;
	} else
#endif
	if( !check_distance_bl(src, bl, range) )
		return false;

	if( (d = distance_bl(src, bl)) < 2 )
		return true;  // No need for path checking.

	if( d > AREA_SIZE )
		return false; // Avoid targetting objects beyond your range of sight.

	return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
}

static const struct _battle_data {
	const char* str;
	int* val;
	int defval;
	int min;
	int max;
} battle_data[] = {
	{ "warp_point_debug",                   &battle_config.warp_point_debug,                0,      0,      1,              },
	{ "enable_critical",                    &battle_config.enable_critical,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "mob_critical_rate",                  &battle_config.mob_critical_rate,               100,    0,      INT_MAX,        },
	{ "critical_rate",                      &battle_config.critical_rate,                   100,    0,      INT_MAX,        },
	{ "enable_baseatk",                     &battle_config.enable_baseatk,                  BL_PC|BL_HOM, BL_NUL, BL_ALL,   },
	{ "enable_perfect_flee",                &battle_config.enable_perfect_flee,             BL_PC|BL_PET, BL_NUL, BL_ALL,   },
	{ "casting_rate",                       &battle_config.cast_rate,                       100,    0,      INT_MAX,        },
	{ "delay_rate",                         &battle_config.delay_rate,                      100,    0,      INT_MAX,        },
	{ "delay_dependon_dex",                 &battle_config.delay_dependon_dex,              0,      0,      1,              },
	{ "delay_dependon_agi",                 &battle_config.delay_dependon_agi,              0,      0,      1,              },
	{ "skill_delay_attack_enable",          &battle_config.sdelay_attack_enable,            0,      0,      1,              },
	{ "left_cardfix_to_right",              &battle_config.left_cardfix_to_right,           0,      0,      1,              },
	{ "skill_add_range",                    &battle_config.skill_add_range,                 0,      0,      INT_MAX,        },
	{ "skill_out_range_consume",            &battle_config.skill_out_range_consume,         1,      0,      1,              },
	{ "skillrange_by_distance",             &battle_config.skillrange_by_distance,          ~BL_PC, BL_NUL, BL_ALL,         },
	{ "skillrange_from_weapon",             &battle_config.use_weapon_skill_range,          ~BL_PC, BL_NUL, BL_ALL,         },
	{ "player_damage_delay_rate",           &battle_config.pc_damage_delay_rate,            100,    0,      INT_MAX,        },
	{ "defunit_not_enemy",                  &battle_config.defnotenemy,                     0,      0,      1,              },
	{ "gvg_traps_target_all",               &battle_config.vs_traps_bctall,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "traps_setting",                      &battle_config.traps_setting,                   0,      0,      1,              },
	{ "summon_flora_setting",               &battle_config.summon_flora,                    1|2,    0,      1|2,            },
	{ "clear_skills_on_death",              &battle_config.clear_unit_ondeath,              BL_NUL, BL_NUL, BL_ALL,         },
	{ "clear_skills_on_warp",               &battle_config.clear_unit_onwarp,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "random_monster_checklv",             &battle_config.random_monster_checklv,          0,      0,      1,              },
	{ "attribute_recover",                  &battle_config.attr_recover,                    1,      0,      1,              },
	{ "flooritem_lifetime",                 &battle_config.flooritem_lifetime,              60000,  1000,   INT_MAX,        },
	{ "item_auto_get",                      &battle_config.item_auto_get,                   0,      0,      1,              },
	{ "item_first_get_time",                &battle_config.item_first_get_time,             3000,   0,      INT_MAX,        },
	{ "item_second_get_time",               &battle_config.item_second_get_time,            1000,   0,      INT_MAX,        },
	{ "item_third_get_time",                &battle_config.item_third_get_time,             1000,   0,      INT_MAX,        },
	{ "mvp_item_first_get_time",            &battle_config.mvp_item_first_get_time,         10000,  0,      INT_MAX,        },
	{ "mvp_item_second_get_time",           &battle_config.mvp_item_second_get_time,        10000,  0,      INT_MAX,        },
	{ "mvp_item_third_get_time",            &battle_config.mvp_item_third_get_time,         2000,   0,      INT_MAX,        },
	{ "drop_rate0item",                     &battle_config.drop_rate0item,                  0,      0,      1,              },
	{ "base_exp_rate",                      &battle_config.base_exp_rate,                   100,    0,      INT_MAX,        },
	{ "job_exp_rate",                       &battle_config.job_exp_rate,                    100,    0,      INT_MAX,        },
	{ "pvp_exp",                            &battle_config.pvp_exp,                         1,      0,      1,              },
	{ "death_penalty_type",                 &battle_config.death_penalty_type,              0,      0,      2,              },
	{ "death_penalty_base",                 &battle_config.death_penalty_base,              0,      0,      INT_MAX,        },
	{ "death_penalty_job",                  &battle_config.death_penalty_job,               0,      0,      INT_MAX,        },
	{ "zeny_penalty",                       &battle_config.zeny_penalty,                    0,      0,      INT_MAX,        },
	{ "hp_rate",                            &battle_config.hp_rate,                         100,    1,      INT_MAX,        },
	{ "sp_rate",                            &battle_config.sp_rate,                         100,    1,      INT_MAX,        },
	{ "restart_hp_rate",                    &battle_config.restart_hp_rate,                 0,      0,      100,            },
	{ "restart_sp_rate",                    &battle_config.restart_sp_rate,                 0,      0,      100,            },
	{ "guild_aura",                         &battle_config.guild_aura,                      31,     0,      31,             },
	{ "mvp_hp_rate",                        &battle_config.mvp_hp_rate,                     100,    1,      INT_MAX,        },
	{ "mvp_exp_rate",                       &battle_config.mvp_exp_rate,                    100,    0,      INT_MAX,        },
	{ "monster_hp_rate",                    &battle_config.monster_hp_rate,                 100,    1,      INT_MAX,        },
	{ "monster_max_aspd",                   &battle_config.monster_max_aspd,                199,    100,    199,            },
	{ "view_range_rate",                    &battle_config.view_range_rate,                 100,    0,      INT_MAX,        },
	{ "chase_range_rate",                   &battle_config.chase_range_rate,                100,    0,      INT_MAX,        },
	{ "gtb_sc_immunity",                    &battle_config.gtb_sc_immunity,                 50,     0,      INT_MAX,        },
	{ "guild_max_castles",                  &battle_config.guild_max_castles,               0,      0,      INT_MAX,        },
	{ "guild_skill_relog_delay",            &battle_config.guild_skill_relog_delay,         0,      0,      1,              },
	{ "emergency_call",                     &battle_config.emergency_call,                  11,     0,      31,             },
	{ "atcommand_spawn_quantity_limit",     &battle_config.atc_spawn_quantity_limit,        100,    0,      INT_MAX,        },
	{ "atcommand_slave_clone_limit",        &battle_config.atc_slave_clone_limit,           25,     0,      INT_MAX,        },
	{ "partial_name_scan",                  &battle_config.partial_name_scan,               0,      0,      1,              },
	{ "player_skillfree",                   &battle_config.skillfree,                       0,      0,      1,              },
	{ "player_skillup_limit",               &battle_config.skillup_limit,                   1,      0,      1,              },
	{ "weapon_produce_rate",                &battle_config.wp_rate,                         100,    0,      INT_MAX,        },
	{ "potion_produce_rate",                &battle_config.pp_rate,                         100,    0,      INT_MAX,        },
	{ "monster_active_enable",              &battle_config.monster_active_enable,           1,      0,      1,              },
	{ "monster_damage_delay_rate",          &battle_config.monster_damage_delay_rate,       100,    0,      INT_MAX,        },
	{ "monster_loot_type",                  &battle_config.monster_loot_type,               0,      0,      1,              },
//	{ "mob_skill_use",                      &battle_config.mob_skill_use,                   1,      0,      1,              }, //Deprecated
	{ "mob_skill_rate",                     &battle_config.mob_skill_rate,                  100,    0,      INT_MAX,        },
	{ "mob_skill_delay",                    &battle_config.mob_skill_delay,                 100,    0,      INT_MAX,        },
	{ "mob_count_rate",                     &battle_config.mob_count_rate,                  100,    0,      INT_MAX,        },
	{ "mob_spawn_delay",                    &battle_config.mob_spawn_delay,                 100,    0,      INT_MAX,        },
	{ "plant_spawn_delay",                  &battle_config.plant_spawn_delay,               100,    0,      INT_MAX,        },
	{ "boss_spawn_delay",                   &battle_config.boss_spawn_delay,                100,    0,      INT_MAX,        },
	{ "no_spawn_on_player",                 &battle_config.no_spawn_on_player,              0,      0,      100,            },
	{ "force_random_spawn",                 &battle_config.force_random_spawn,              0,      0,      1,              },
	{ "slaves_inherit_mode",                &battle_config.slaves_inherit_mode,             2,      0,      3,              },
	{ "slaves_inherit_speed",               &battle_config.slaves_inherit_speed,            3,      0,      3,              },
	{ "summons_trigger_autospells",         &battle_config.summons_trigger_autospells,      1,      0,      1,              },
	{ "pc_damage_walk_delay_rate",          &battle_config.pc_walk_delay_rate,              20,     0,      INT_MAX,        },
	{ "damage_walk_delay_rate",             &battle_config.walk_delay_rate,                 100,    0,      INT_MAX,        },
	{ "multihit_delay",                     &battle_config.multihit_delay,                  80,     0,      INT_MAX,        },
	{ "quest_skill_learn",                  &battle_config.quest_skill_learn,               0,      0,      1,              },
	{ "quest_skill_reset",                  &battle_config.quest_skill_reset,               0,      0,      1,              },
	{ "basic_skill_check",                  &battle_config.basic_skill_check,               1,      0,      1,              },
	{ "guild_emperium_check",               &battle_config.guild_emperium_check,            1,      0,      1,              },
	{ "guild_exp_limit",                    &battle_config.guild_exp_limit,                 50,     0,      99,             },
	{ "player_invincible_time",             &battle_config.pc_invincible_time,              5000,   0,      INT_MAX,        },
	{ "pet_catch_rate",                     &battle_config.pet_catch_rate,                  100,    0,      INT_MAX,        },
	{ "pet_rename",                         &battle_config.pet_rename,                      0,      0,      1,              },
	{ "pet_friendly_rate",                  &battle_config.pet_friendly_rate,               100,    0,      INT_MAX,        },
	{ "pet_hungry_delay_rate",              &battle_config.pet_hungry_delay_rate,           100,    10,     INT_MAX,        },
	{ "pet_hungry_friendly_decrease",       &battle_config.pet_hungry_friendly_decrease,    5,      0,      INT_MAX,        },
	{ "pet_status_support",                 &battle_config.pet_status_support,              0,      0,      1,              },
	{ "pet_attack_support",                 &battle_config.pet_attack_support,              0,      0,      1,              },
	{ "pet_damage_support",                 &battle_config.pet_damage_support,              0,      0,      1,              },
	{ "pet_support_min_friendly",           &battle_config.pet_support_min_friendly,        900,    0,      950,            },
	{ "pet_equip_min_friendly",             &battle_config.pet_equip_min_friendly,          900,    0,      950,            },
	{ "pet_support_rate",                   &battle_config.pet_support_rate,                100,    0,      INT_MAX,        },
	{ "pet_attack_exp_to_master",           &battle_config.pet_attack_exp_to_master,        0,      0,      1,              },
	{ "pet_attack_exp_rate",                &battle_config.pet_attack_exp_rate,             100,    0,      INT_MAX,        },
	{ "pet_lv_rate",                        &battle_config.pet_lv_rate,                     0,      0,      INT_MAX,        },
	{ "pet_max_stats",                      &battle_config.pet_max_stats,                   99,     0,      INT_MAX,        },
	{ "pet_max_atk1",                       &battle_config.pet_max_atk1,                    750,    0,      INT_MAX,        },
	{ "pet_max_atk2",                       &battle_config.pet_max_atk2,                    1000,   0,      INT_MAX,        },
	{ "pet_disable_in_gvg",                 &battle_config.pet_no_gvg,                      0,      0,      1,              },
	{ "skill_min_damage",                   &battle_config.skill_min_damage,                2|4,    0,      1|2|4,          },
	{ "finger_offensive_type",              &battle_config.finger_offensive_type,           0,      0,      1,              },
	{ "heal_exp",                           &battle_config.heal_exp,                        0,      0,      INT_MAX,        },
	{ "resurrection_exp",                   &battle_config.resurrection_exp,                0,      0,      INT_MAX,        },
	{ "shop_exp",                           &battle_config.shop_exp,                        0,      0,      INT_MAX,        },
	{ "max_heal_lv",                        &battle_config.max_heal_lv,                     11,     1,      INT_MAX,        },
	{ "max_heal",                           &battle_config.max_heal,                        9999,   0,      INT_MAX,        },
	{ "combo_delay_rate",                   &battle_config.combo_delay_rate,                100,    0,      INT_MAX,        },
	{ "item_check",                         &battle_config.item_check,                      0,      0,      1,              },
	{ "item_use_interval",                  &battle_config.item_use_interval,               100,    0,      INT_MAX,        },
	{ "cashfood_use_interval",              &battle_config.cashfood_use_interval,           60000,  0,      INT_MAX,        },
	{ "wedding_modifydisplay",              &battle_config.wedding_modifydisplay,           0,      0,      1,              },
	{ "wedding_ignorepalette",              &battle_config.wedding_ignorepalette,           0,      0,      1,              },
	{ "xmas_ignorepalette",                 &battle_config.xmas_ignorepalette,              0,      0,      1,              },
	{ "summer_ignorepalette",               &battle_config.summer_ignorepalette,            0,      0,      1,              },
	{ "hanbok_ignorepalette",               &battle_config.hanbok_ignorepalette,            0,      0,      1,              },
	{ "natural_healhp_interval",            &battle_config.natural_healhp_interval,         6000,   NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_healsp_interval",            &battle_config.natural_healsp_interval,         8000,   NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_heal_skill_interval",        &battle_config.natural_heal_skill_interval,     10000,  NATURAL_HEAL_INTERVAL, INT_MAX, },
	{ "natural_heal_weight_rate",           &battle_config.natural_heal_weight_rate,        50,     50,     101             },
	{ "arrow_decrement",                    &battle_config.arrow_decrement,                 1,      0,      2,              },
	{ "max_aspd",                           &battle_config.max_aspd,                        190,    100,    199,            },
	{ "max_third_aspd",                     &battle_config.max_third_aspd,                  193,    100,    199,            },
	{ "max_walk_speed",                     &battle_config.max_walk_speed,                  300,    100,    100*DEFAULT_WALK_SPEED, },
	{ "max_lv",                             &battle_config.max_lv,                          99,     0,      MAX_LEVEL,      },
	{ "aura_lv",                            &battle_config.aura_lv,                         99,     0,      INT_MAX,        },
	{ "max_hp",                             &battle_config.max_hp,                          32500,  100,    1000000000,     },
	{ "max_sp",                             &battle_config.max_sp,                          32500,  100,    1000000000,     },
	{ "max_cart_weight",                    &battle_config.max_cart_weight,                 8000,   100,    1000000,        },
	{ "max_parameter",                      &battle_config.max_parameter,                   99,     10,     10000,          },
	{ "max_baby_parameter",                 &battle_config.max_baby_parameter,              80,     10,     10000,          },
	{ "max_def",                            &battle_config.max_def,                         99,     0,      INT_MAX,        },
	{ "over_def_bonus",                     &battle_config.over_def_bonus,                  0,      0,      1000,           },
	{ "skill_log",                          &battle_config.skill_log,                       BL_NUL, BL_NUL, BL_ALL,         },
	{ "battle_log",                         &battle_config.battle_log,                      0,      0,      1,              },
	{ "etc_log",                            &battle_config.etc_log,                         1,      0,      1,              },
	{ "save_clothcolor",                    &battle_config.save_clothcolor,                 1,      0,      1,              },
	{ "undead_detect_type",                 &battle_config.undead_detect_type,              0,      0,      2,              },
	{ "auto_counter_type",                  &battle_config.auto_counter_type,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "min_hitrate",                        &battle_config.min_hitrate,                     5,      0,      100,            },
	{ "max_hitrate",                        &battle_config.max_hitrate,                     100,    0,      100,            },
	{ "agi_penalty_target",                 &battle_config.agi_penalty_target,              BL_PC,  BL_NUL, BL_ALL,         },
	{ "agi_penalty_type",                   &battle_config.agi_penalty_type,                1,      0,      2,              },
	{ "agi_penalty_count",                  &battle_config.agi_penalty_count,               3,      2,      INT_MAX,        },
	{ "agi_penalty_num",                    &battle_config.agi_penalty_num,                 10,     0,      INT_MAX,        },
	{ "vit_penalty_target",                 &battle_config.vit_penalty_target,              BL_PC,  BL_NUL, BL_ALL,         },
	{ "vit_penalty_type",                   &battle_config.vit_penalty_type,                1,      0,      2,              },
	{ "vit_penalty_count",                  &battle_config.vit_penalty_count,               3,      2,      INT_MAX,        },
	{ "vit_penalty_num",                    &battle_config.vit_penalty_num,                 5,      0,      INT_MAX,        },
	{ "weapon_defense_type",                &battle_config.weapon_defense_type,             0,      0,      INT_MAX,        },
	{ "magic_defense_type",                 &battle_config.magic_defense_type,              0,      0,      INT_MAX,        },
	{ "skill_reiteration",                  &battle_config.skill_reiteration,               BL_NUL, BL_NUL, BL_ALL,         },
	{ "skill_nofootset",                    &battle_config.skill_nofootset,                 BL_PC,  BL_NUL, BL_ALL,         },
	{ "player_cloak_check_type",            &battle_config.pc_cloak_check_type,             1,      0,      1|2|4,          },
	{ "monster_cloak_check_type",           &battle_config.monster_cloak_check_type,        4,      0,      1|2|4,          },
	{ "sense_type",                         &battle_config.estimation_type,                 1|2,    0,      1|2,            },
	{ "gvg_short_attack_damage_rate",       &battle_config.gvg_short_damage_rate,           80,     0,      INT_MAX,        },
	{ "gvg_long_attack_damage_rate",        &battle_config.gvg_long_damage_rate,            80,     0,      INT_MAX,        },
	{ "gvg_weapon_attack_damage_rate",      &battle_config.gvg_weapon_damage_rate,          60,     0,      INT_MAX,        },
	{ "gvg_magic_attack_damage_rate",       &battle_config.gvg_magic_damage_rate,           60,     0,      INT_MAX,        },
	{ "gvg_misc_attack_damage_rate",        &battle_config.gvg_misc_damage_rate,            60,     0,      INT_MAX,        },
	{ "gvg_flee_penalty",                   &battle_config.gvg_flee_penalty,                20,     0,      INT_MAX,        },
	{ "pk_short_attack_damage_rate",        &battle_config.pk_short_damage_rate,            80,     0,      INT_MAX,        },
	{ "pk_long_attack_damage_rate",         &battle_config.pk_long_damage_rate,             70,     0,      INT_MAX,        },
	{ "pk_weapon_attack_damage_rate",       &battle_config.pk_weapon_damage_rate,           60,     0,      INT_MAX,        },
	{ "pk_magic_attack_damage_rate",        &battle_config.pk_magic_damage_rate,            60,     0,      INT_MAX,        },
	{ "pk_misc_attack_damage_rate",         &battle_config.pk_misc_damage_rate,             60,     0,      INT_MAX,        },
	{ "mob_changetarget_byskill",           &battle_config.mob_changetarget_byskill,        0,      0,      1,              },
	{ "attack_direction_change",            &battle_config.attack_direction_change,         BL_ALL, BL_NUL, BL_ALL,         },
	{ "land_skill_limit",                   &battle_config.land_skill_limit,                BL_ALL, BL_NUL, BL_ALL,         },
	{ "monster_class_change_full_recover",  &battle_config.monster_class_change_recover,    1,      0,      1,              },
	{ "produce_item_name_input",            &battle_config.produce_item_name_input,         0x1|0x2, 0,     0x9F,           },
	{ "display_skill_fail",                 &battle_config.display_skill_fail,              2,      0,      1|2|4|8,        },
	{ "chat_warpportal",                    &battle_config.chat_warpportal,                 0,      0,      1,              },
	{ "mob_warp",                           &battle_config.mob_warp,                        0,      0,      1|2|4,          },
	{ "dead_branch_active",                 &battle_config.dead_branch_active,              1,      0,      1,              },
	{ "vending_max_value",                  &battle_config.vending_max_value,               10000000, 1,    MAX_ZENY,       },
	{ "vending_over_max",                   &battle_config.vending_over_max,                1,      0,      1,              },
	{ "show_steal_in_same_party",           &battle_config.show_steal_in_same_party,        0,      0,      1,              },
	{ "party_hp_mode",                      &battle_config.party_hp_mode,                   0,      0,      1,              },
	{ "show_party_share_picker",            &battle_config.party_show_share_picker,         1,      0,      1,              },
	{ "show_picker.item_type",              &battle_config.show_picker_item_type,           112,    0,      INT_MAX,        },
	{ "party_update_interval",              &battle_config.party_update_interval,           1000,   100,    INT_MAX,        },
	{ "party_item_share_type",              &battle_config.party_share_type,                0,      0,      1|2|3,          },
	{ "attack_attr_none",                   &battle_config.attack_attr_none,                ~BL_PC, BL_NUL, BL_ALL,         },
	{ "gx_allhit",                          &battle_config.gx_allhit,                       0,      0,      1,              },
	{ "gx_disptype",                        &battle_config.gx_disptype,                     1,      0,      1,              },
	{ "devotion_level_difference",          &battle_config.devotion_level_difference,       10,     0,      INT_MAX,        },
	{ "player_skill_partner_check",         &battle_config.player_skill_partner_check,      1,      0,      1,              },
	{ "invite_request_check",               &battle_config.invite_request_check,            1,      0,      1,              },
	{ "skill_removetrap_type",              &battle_config.skill_removetrap_type,           0,      0,      1,              },
	{ "disp_experience",                    &battle_config.disp_experience,                 0,      0,      1,              },
	{ "disp_zeny",                          &battle_config.disp_zeny,                       0,      0,      1,              },
	{ "castle_defense_rate",                &battle_config.castle_defense_rate,             100,    0,      100,            },
	{ "bone_drop",                          &battle_config.bone_drop,                       0,      0,      2,              },
	{ "buyer_name",                         &battle_config.buyer_name,                      1,      0,      1,              },
	{ "skill_wall_check",                   &battle_config.skill_wall_check,                1,      0,      1,              },
	{ "cell_stack_limit",                   &battle_config.cell_stack_limit,                1,      1,      255,            },
	{ "dancing_weaponswitch_fix",           &battle_config.dancing_weaponswitch_fix,        1,      0,      1,              },

	// eAthena additions
	{ "item_logarithmic_drops",             &battle_config.logarithmic_drops,               0,      0,      1,              },
	{ "item_drop_common_min",               &battle_config.item_drop_common_min,            1,      1,      10000,          },
	{ "item_drop_common_max",               &battle_config.item_drop_common_max,            10000,  1,      10000,          },
	{ "item_drop_equip_min",                &battle_config.item_drop_equip_min,             1,      1,      10000,          },
	{ "item_drop_equip_max",                &battle_config.item_drop_equip_max,             10000,  1,      10000,          },
	{ "item_drop_card_min",                 &battle_config.item_drop_card_min,              1,      1,      10000,          },
	{ "item_drop_card_max",                 &battle_config.item_drop_card_max,              10000,  1,      10000,          },
	{ "item_drop_mvp_min",                  &battle_config.item_drop_mvp_min,               1,      1,      10000,          },
	{ "item_drop_mvp_max",                  &battle_config.item_drop_mvp_max,               10000,  1,      10000,          },
	{ "item_drop_heal_min",                 &battle_config.item_drop_heal_min,              1,      1,      10000,          },
	{ "item_drop_heal_max",                 &battle_config.item_drop_heal_max,              10000,  1,      10000,          },
	{ "item_drop_use_min",                  &battle_config.item_drop_use_min,               1,      1,      10000,          },
	{ "item_drop_use_max",                  &battle_config.item_drop_use_max,               10000,  1,      10000,          },
	{ "item_drop_add_min",                  &battle_config.item_drop_adddrop_min,           1,      1,      10000,          },
	{ "item_drop_add_max",                  &battle_config.item_drop_adddrop_max,           10000,  1,      10000,          },
	{ "item_drop_treasure_min",             &battle_config.item_drop_treasure_min,          1,      1,      10000,          },
	{ "item_drop_treasure_max",             &battle_config.item_drop_treasure_max,          10000,  1,      10000,          },
	{ "item_rate_mvp",                      &battle_config.item_rate_mvp,                   100,    0,      1000000,        },
	{ "item_rate_common",                   &battle_config.item_rate_common,                100,    0,      1000000,        },
	{ "item_rate_common_boss",              &battle_config.item_rate_common_boss,           100,    0,      1000000,        },
	{ "item_rate_equip",                    &battle_config.item_rate_equip,                 100,    0,      1000000,        },
	{ "item_rate_equip_boss",               &battle_config.item_rate_equip_boss,            100,    0,      1000000,        },
	{ "item_rate_card",                     &battle_config.item_rate_card,                  100,    0,      1000000,        },
	{ "item_rate_card_boss",                &battle_config.item_rate_card_boss,             100,    0,      1000000,        },
	{ "item_rate_heal",                     &battle_config.item_rate_heal,                  100,    0,      1000000,        },
	{ "item_rate_heal_boss",                &battle_config.item_rate_heal_boss,             100,    0,      1000000,        },
	{ "item_rate_use",                      &battle_config.item_rate_use,                   100,    0,      1000000,        },
	{ "item_rate_use_boss",                 &battle_config.item_rate_use_boss,              100,    0,      1000000,        },
	{ "item_rate_adddrop",                  &battle_config.item_rate_adddrop,               100,    0,      1000000,        },
	{ "item_rate_treasure",                 &battle_config.item_rate_treasure,              100,    0,      1000000,        },
	{ "prevent_logout",                     &battle_config.prevent_logout,                  10000,  0,      60000,          },
	{ "alchemist_summon_reward",            &battle_config.alchemist_summon_reward,         1,      0,      2,              },
	{ "drops_by_luk",                       &battle_config.drops_by_luk,                    0,      0,      INT_MAX,        },
	{ "drops_by_luk2",                      &battle_config.drops_by_luk2,                   0,      0,      INT_MAX,        },
	{ "equip_natural_break_rate",           &battle_config.equip_natural_break_rate,        0,      0,      INT_MAX,        },
	{ "equip_self_break_rate",              &battle_config.equip_self_break_rate,           100,    0,      INT_MAX,        },
	{ "equip_skill_break_rate",             &battle_config.equip_skill_break_rate,          100,    0,      INT_MAX,        },
	{ "pk_mode",                            &battle_config.pk_mode,                         0,      0,      2,              },
	{ "pk_level_range",                     &battle_config.pk_level_range,                  0,      0,      INT_MAX,        },
	{ "manner_system",                      &battle_config.manner_system,                   0xFFF,  0,      0xFFF,          },
	{ "pet_equip_required",                 &battle_config.pet_equip_required,              0,      0,      1,              },
	{ "multi_level_up",                     &battle_config.multi_level_up,                  0,      0,      1,              },
	{ "max_exp_gain_rate",                  &battle_config.max_exp_gain_rate,               0,      0,      INT_MAX,        },
	{ "backstab_bow_penalty",               &battle_config.backstab_bow_penalty,            0,      0,      1,              },
	{ "night_at_start",                     &battle_config.night_at_start,                  0,      0,      1,              },
	{ "show_mob_info",                      &battle_config.show_mob_info,                   0,      0,      1|2|4,          },
	{ "ban_hack_trade",                     &battle_config.ban_hack_trade,                  0,      0,      INT_MAX,        },
	{ "packet_ver_flag",                    &battle_config.packet_ver_flag,                 0xFFFFFF,0x0000,INT_MAX,        },
	{ "min_hair_style",                     &battle_config.min_hair_style,                  0,      0,      INT_MAX,        },
	{ "max_hair_style",                     &battle_config.max_hair_style,                  23,     0,      INT_MAX,        },
	{ "min_hair_color",                     &battle_config.min_hair_color,                  0,      0,      INT_MAX,        },
	{ "max_hair_color",                     &battle_config.max_hair_color,                  9,      0,      INT_MAX,        },
	{ "min_cloth_color",                    &battle_config.min_cloth_color,                 0,      0,      INT_MAX,        },
	{ "max_cloth_color",                    &battle_config.max_cloth_color,                 4,      0,      INT_MAX,        },
	{ "pet_hair_style",                     &battle_config.pet_hair_style,                  100,    0,      INT_MAX,        },
	{ "castrate_dex_scale",                 &battle_config.castrate_dex_scale,              150,    1,      INT_MAX,        },
	{ "vcast_stat_scale",                   &battle_config.vcast_stat_scale,                530,    1,      INT_MAX,        },
	{ "area_size",                          &battle_config.area_size,                       14,     0,      INT_MAX,        },
	{ "zeny_from_mobs",                     &battle_config.zeny_from_mobs,                  0,      0,      1,              },
	{ "mobs_level_up",                      &battle_config.mobs_level_up,                   0,      0,      1,              },
	{ "mobs_level_up_exp_rate",             &battle_config.mobs_level_up_exp_rate,          1,      1,      INT_MAX,        },
	{ "pk_min_level",                       &battle_config.pk_min_level,                    55,     1,      INT_MAX,        },
	{ "skill_steal_max_tries",              &battle_config.skill_steal_max_tries,           0,      0,      UCHAR_MAX,      },
	{ "motd_type",                          &battle_config.motd_type,                       0,      0,      1,              },
	{ "finding_ore_rate",                   &battle_config.finding_ore_rate,                100,    0,      INT_MAX,        },
	{ "exp_calc_type",                      &battle_config.exp_calc_type,                   0,      0,      1,              },
	{ "exp_bonus_attacker",                 &battle_config.exp_bonus_attacker,              25,     0,      INT_MAX,        },
	{ "exp_bonus_max_attacker",             &battle_config.exp_bonus_max_attacker,          12,     2,      INT_MAX,        },
	{ "min_skill_delay_limit",              &battle_config.min_skill_delay_limit,           100,    10,     INT_MAX,        },
	{ "default_walk_delay",                 &battle_config.default_walk_delay,              300,    0,      INT_MAX,        },
	{ "no_skill_delay",                     &battle_config.no_skill_delay,                  BL_MOB, BL_NUL, BL_ALL,         },
	{ "attack_walk_delay",                  &battle_config.attack_walk_delay,               BL_ALL, BL_NUL, BL_ALL,         },
	{ "require_glory_guild",                &battle_config.require_glory_guild,             0,      0,      1,              },
	{ "idle_no_share",                      &battle_config.idle_no_share,                   0,      0,      INT_MAX,        },
	{ "party_even_share_bonus",             &battle_config.party_even_share_bonus,          0,      0,      INT_MAX,        },
	{ "delay_battle_damage",                &battle_config.delay_battle_damage,             1,      0,      1,              },
	{ "hide_woe_damage",                    &battle_config.hide_woe_damage,                 0,      0,      1,              },
	{ "display_version",                    &battle_config.display_version,                 1,      0,      1,              },
	{ "display_hallucination",              &battle_config.display_hallucination,           1,      0,      1,              },
	{ "use_statpoint_table",                &battle_config.use_statpoint_table,             1,      0,      1,              },
	{ "ignore_items_gender",                &battle_config.ignore_items_gender,             1,      0,      1,              },
	{ "copyskill_restrict",                 &battle_config.copyskill_restrict,              2,      0,      2,              },
	{ "berserk_cancels_buffs",              &battle_config.berserk_cancels_buffs,           0,      0,      1,              },
	{ "debuff_on_logout",                   &battle_config.debuff_on_logout,                1|2,    0,      1|2,            },
	{ "monster_ai",                         &battle_config.mob_ai,                          0x000,  0x000,  0x77F,          },
	{ "hom_setting",                        &battle_config.hom_setting,                     0xFFFF, 0x0000, 0xFFFF,         },
	{ "dynamic_mobs",                       &battle_config.dynamic_mobs,                    1,      0,      1,              },
	{ "mob_remove_damaged",                 &battle_config.mob_remove_damaged,              1,      0,      1,              },
	{ "show_hp_sp_drain",                   &battle_config.show_hp_sp_drain,                0,      0,      1,              },
	{ "show_hp_sp_gain",                    &battle_config.show_hp_sp_gain,                 1,      0,      1,              },
	{ "mob_npc_event_type",                 &battle_config.mob_npc_event_type,              1,      0,      1,              },
	{ "character_size",                     &battle_config.character_size,                  1|2,    0,      1|2,            },
	{ "mob_max_skilllvl",                   &battle_config.mob_max_skilllvl,                MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
	{ "retaliate_to_master",                &battle_config.retaliate_to_master,             1,      0,      1,              },
	{ "rare_drop_announce",                 &battle_config.rare_drop_announce,              0,      0,      10000,          },
	{ "duel_allow_pvp",                     &battle_config.duel_allow_pvp,                  0,      0,      1,              },
	{ "duel_allow_gvg",                     &battle_config.duel_allow_gvg,                  0,      0,      1,              },
	{ "duel_allow_teleport",                &battle_config.duel_allow_teleport,             0,      0,      1,              },
	{ "duel_autoleave_when_die",            &battle_config.duel_autoleave_when_die,         1,      0,      1,              },
	{ "duel_time_interval",                 &battle_config.duel_time_interval,              60,     0,      INT_MAX,        },
	{ "duel_only_on_same_map",              &battle_config.duel_only_on_same_map,           0,      0,      1,              },
	{ "skip_teleport_lv1_menu",             &battle_config.skip_teleport_lv1_menu,          0,      0,      1,              },
	{ "allow_skill_without_day",            &battle_config.allow_skill_without_day,         0,      0,      1,              },
	{ "allow_es_magic_player",              &battle_config.allow_es_magic_pc,               0,      0,      1,              },
	{ "skill_caster_check",                 &battle_config.skill_caster_check,              1,      0,      1,              },
	{ "status_cast_cancel",                 &battle_config.sc_castcancel,                   BL_NUL, BL_NUL, BL_ALL,         },
	{ "pc_status_def_rate",                 &battle_config.pc_sc_def_rate,                  100,    0,      INT_MAX,        },
	{ "mob_status_def_rate",                &battle_config.mob_sc_def_rate,                 100,    0,      INT_MAX,        },
	{ "pc_max_status_def",                  &battle_config.pc_max_sc_def,                   100,    0,      INT_MAX,        },
	{ "mob_max_status_def",                 &battle_config.mob_max_sc_def,                  100,    0,      INT_MAX,        },
	{ "sg_miracle_skill_ratio",             &battle_config.sg_miracle_skill_ratio,          1,      0,      10000,          },
	{ "sg_angel_skill_ratio",               &battle_config.sg_angel_skill_ratio,            10,     0,      10000,          },
	{ "autospell_stacking",                 &battle_config.autospell_stacking,              0,      0,      1,              },
	{ "override_mob_names",                 &battle_config.override_mob_names,              0,      0,      2,              },
	{ "min_chat_delay",                     &battle_config.min_chat_delay,                  0,      0,      INT_MAX,        },
	{ "friend_auto_add",                    &battle_config.friend_auto_add,                 1,      0,      1,              },
	{ "hom_rename",                         &battle_config.hom_rename,                      0,      0,      1,              },
	{ "homunculus_show_growth",             &battle_config.homunculus_show_growth,          0,      0,      1,              },
	{ "homunculus_friendly_rate",           &battle_config.homunculus_friendly_rate,        100,    0,      INT_MAX,        },
	{ "vending_tax",                        &battle_config.vending_tax,                     0,      0,      10000,          },
	{ "day_duration",                       &battle_config.day_duration,                    0,      0,      INT_MAX,        },
	{ "night_duration",                     &battle_config.night_duration,                  0,      0,      INT_MAX,        },
	{ "mob_remove_delay",                   &battle_config.mob_remove_delay,                60000,  1000,   INT_MAX,        },
	{ "mob_active_time",                    &battle_config.mob_active_time,                 0,      0,      INT_MAX,        },
	{ "boss_active_time",                   &battle_config.boss_active_time,                0,      0,      INT_MAX,        },
	{ "sg_miracle_skill_duration",          &battle_config.sg_miracle_skill_duration,       3600000, 0,     INT_MAX,        },
	{ "hvan_explosion_intimate",            &battle_config.hvan_explosion_intimate,         45000,  0,      100000,         },
	{ "quest_exp_rate",                     &battle_config.quest_exp_rate,                  100,    0,      INT_MAX,        },
	{ "at_mapflag",                         &battle_config.autotrade_mapflag,               0,      0,      1,              },
	{ "at_timeout",                         &battle_config.at_timeout,                      0,      0,      INT_MAX,        },
	{ "homunculus_autoloot",                &battle_config.homunculus_autoloot,             0,      0,      1,              },
	{ "idle_no_autoloot",                   &battle_config.idle_no_autoloot,                0,      0,      INT_MAX,        },
	{ "max_guild_alliance",                 &battle_config.max_guild_alliance,              3,      0,      3,              },
	{ "ksprotection",                       &battle_config.ksprotection,                    5000,   0,      INT_MAX,        },
	{ "auction_feeperhour",                 &battle_config.auction_feeperhour,              12000,  0,      INT_MAX,        },
	{ "auction_maximumprice",               &battle_config.auction_maximumprice,            500000000, 0,   MAX_ZENY,       },
	{ "homunculus_auto_vapor",              &battle_config.homunculus_auto_vapor,           1,      0,      1,              },
	{ "display_status_timers",              &battle_config.display_status_timers,           1,      0,      1,              },
	{ "skill_add_heal_rate",                &battle_config.skill_add_heal_rate,             7,      0,      INT_MAX,        },
	{ "eq_single_target_reflectable",       &battle_config.eq_single_target_reflectable,    1,      0,      1,              },
	{ "invincible.nodamage",                &battle_config.invincible_nodamage,             0,      0,      1,              },
	{ "mob_slave_keep_target",              &battle_config.mob_slave_keep_target,           0,      0,      1,              },
	{ "autospell_check_range",              &battle_config.autospell_check_range,           0,      0,      1,              },
	{ "client_reshuffle_dice",              &battle_config.client_reshuffle_dice,           0,      0,      1,              },
	{ "client_sort_storage",                &battle_config.client_sort_storage,             0,      0,      1,              },
	{ "feature.buying_store",               &battle_config.feature_buying_store,            1,      0,      1,              },
	{ "feature.search_stores",              &battle_config.feature_search_stores,           1,      0,      1,              },
	{ "searchstore_querydelay",             &battle_config.searchstore_querydelay,         10,      0,      INT_MAX,        },
	{ "searchstore_maxresults",             &battle_config.searchstore_maxresults,         30,      1,      INT_MAX,        },
	{ "display_party_name",                 &battle_config.display_party_name,              0,      0,      1,              },
	{ "cashshop_show_points",               &battle_config.cashshop_show_points,            0,      0,      1,              },
	{ "mail_show_status",                   &battle_config.mail_show_status,                0,      0,      2,              },
	{ "client_limit_unit_lv",               &battle_config.client_limit_unit_lv,            0,      0,      BL_ALL,         },
// BattleGround Settings
	{ "bg_update_interval",                 &battle_config.bg_update_interval,              1000,   100,    INT_MAX,        },
	{ "bg_short_attack_damage_rate",        &battle_config.bg_short_damage_rate,            80,     0,      INT_MAX,        },
	{ "bg_long_attack_damage_rate",         &battle_config.bg_long_damage_rate,             80,     0,      INT_MAX,        },
	{ "bg_weapon_attack_damage_rate",       &battle_config.bg_weapon_damage_rate,           60,     0,      INT_MAX,        },
	{ "bg_magic_attack_damage_rate",        &battle_config.bg_magic_damage_rate,            60,     0,      INT_MAX,        },
	{ "bg_misc_attack_damage_rate",         &battle_config.bg_misc_damage_rate,             60,     0,      INT_MAX,        },
	{ "bg_flee_penalty",                    &battle_config.bg_flee_penalty,                 20,     0,      INT_MAX,        },
	/**
	 * rAthena
	 **/
	{ "max_third_parameter",                &battle_config.max_third_parameter,             120,    10,     10000,          },
	{ "max_baby_third_parameter",           &battle_config.max_baby_third_parameter,        108,    10,     10000,          },
	{ "atcommand_max_stat_bypass",          &battle_config.atcommand_max_stat_bypass,       0,      0,      100,            },
	{ "skill_amotion_leniency",             &battle_config.skill_amotion_leniency,          90,     0,      300             },
	{ "mvp_tomb_enabled",                   &battle_config.mvp_tomb_enabled,                1,      0,      1               },
	{ "feature.atcommand_suggestions",      &battle_config.atcommand_suggestions_enabled,   0,      0,      1               },
	{ "min_npc_vendchat_distance",          &battle_config.min_npc_vendchat_distance,       3,      0,      100             },
	{ "atcommand_mobinfo_type",             &battle_config.atcommand_mobinfo_type,          0,      0,      1               },
	{ "homunculus_max_level",               &battle_config.hom_max_level,                   99,     0,      MAX_LEVEL,      },
	{ "homunculus_S_max_level",             &battle_config.hom_S_max_level,                 150,    0,      MAX_LEVEL,      },
	{ "mob_size_influence",                 &battle_config.mob_size_influence,              0,      0,      1,              },
	{ "skill_trap_type",                    &battle_config.skill_trap_type,                 0,      0,      1,              },
	{ "item_restricted_consumption_type",   &battle_config.item_restricted_consumption_type,1,      0,      1,              },
	{ "max_walk_path",                      &battle_config.max_walk_path,                   17,     1,      MAX_WALKPATH,   },
	{ "item_enabled_npc",                   &battle_config.item_enabled_npc,                1,      0,      1,              },
	{ "item_flooritem_check",               &battle_config.item_onfloor,                    1,      0,      1,              },
	{ "bowling_bash_area",                  &battle_config.bowling_bash_area,               0,      0,      20,             },
};
#ifndef STATS_OPT_OUT
/**
 * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
 **/
void rAthena_report(char* date, char *time_c) {
	int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
	unsigned int config = 0;
	const char* rev_str;
	char timestring[25];
	time_t curtime;
	char* buf;

	enum config_table {
		C_CIRCULAR_AREA         = 0x0001,
		C_CELLNOSTACK           = 0x0002,
		C_BETA_THREAD_TEST      = 0x0004,
		C_SCRIPT_CALLFUNC_CHECK = 0x0008,
		C_OFFICIAL_WALKPATH     = 0x0010,
		C_RENEWAL               = 0x0020,
		C_RENEWAL_CAST          = 0x0040,
		C_RENEWAL_DROP          = 0x0080,
		C_RENEWAL_EXP           = 0x0100,
		C_RENEWAL_LVDMG         = 0x0200,
		C_RENEWAL_EDP           = 0x0400,
		C_RENEWAL_ASPD          = 0x0800,
		C_SECURE_NPCTIMEOUT     = 0x1000,
		C_SQL_DBS               = 0x2000,
		C_SQL_LOGS              = 0x4000,
	};

	if( (rev_str = get_svn_revision()) != 0 )
		rev = atoi(rev_str);

	/* we get the current time */
	time(&curtime);
	strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));


#ifdef CIRCULAR_AREA
	config |= C_CIRCULAR_AREA;
#endif

#ifdef CELL_NOSTACK
	config |= C_CELLNOSTACK;
#endif

#ifdef BETA_THREAD_TEST
	config |= C_BETA_THREAD_TEST;
#endif

#ifdef SCRIPT_CALLFUNC_CHECK
	config |= C_SCRIPT_CALLFUNC_CHECK;
#endif

#ifdef OFFICIAL_WALKPATH
	config |= C_OFFICIAL_WALKPATH;
#endif

#ifdef RENEWAL
	config |= C_RENEWAL;
#endif

#ifdef RENEWAL_CAST
	config |= C_RENEWAL_CAST;
#endif

#ifdef RENEWAL_DROP
	config |= C_RENEWAL_DROP;
#endif

#ifdef RENEWAL_EXP
	config |= C_RENEWAL_EXP;
#endif

#ifdef RENEWAL_LVDMG
	config |= C_RENEWAL_LVDMG;
#endif

#ifdef RENEWAL_EDP
	config |= C_RENEWAL_EDP;
#endif

#ifdef RENEWAL_ASPD
	config |= C_RENEWAL_ASPD;
#endif

#ifdef SECURE_NPCTIMEOUT
	config |= C_SECURE_NPCTIMEOUT;
#endif
	/* non-define part */
	if( db_use_sqldbs )
		config |= C_SQL_DBS;

	if( log_config.sql_logs )
		config |= C_SQL_LOGS;

#define BFLAG_LENGTH 35

	CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );

	/* build packet */

	WBUFW(buf,0) = 0x3000;
	WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
	WBUFW(buf,4) = 0x9c;

	safestrncpy((char*)WBUFP(buf,6), date, 12);
	safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
	safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);

	WBUFL(buf,6 + 12 + 9 + 24)         = rev;
	WBUFL(buf,6 + 12 + 9 + 24 + 4)     = map_getusers();

	WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
	WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;

	for( i = 0; i < bd_size; i++ ) {
		safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24  + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
		WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 )  )  ) = *battle_data[i].val;
	}

	chrif_send_report(buf,  6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );

	aFree(buf);

#undef BFLAG_LENGTH
}
static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
	if( chrif_isconnected() ) {/* char server relays it, so it must be online. */
		rAthena_report(__DATE__,__TIME__);
	}
	return 0;
}
#endif

int battle_set_value(const char* w1, const char* w2)
{
	int val = config_switch(w2);

	int i;
	ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
	if (i == ARRAYLENGTH(battle_data))
		return 0; // not found

	if (val < battle_data[i].min || val > battle_data[i].max)
	{
		ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
		val = battle_data[i].defval;
	}

	*battle_data[i].val = val;
	return 1;
}

int battle_get_value(const char* w1)
{
	int i;
	ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
	if (i == ARRAYLENGTH(battle_data))
		return 0; // not found
	else
		return *battle_data[i].val;
}

void battle_set_defaults()
{
	int i;
	for (i = 0; i < ARRAYLENGTH(battle_data); i++)
		*battle_data[i].val = battle_data[i].defval;
}

void battle_adjust_conf()
{
	battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
	battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
	battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10;
	battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
	battle_config.max_cart_weight *= 10;

	if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
		battle_config.max_def = 100;

	if(battle_config.min_hitrate > battle_config.max_hitrate)
		battle_config.min_hitrate = battle_config.max_hitrate;

	if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
		battle_config.pet_max_atk1 = battle_config.pet_max_atk2;

	if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
		battle_config.day_duration = 60000;
	if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
		battle_config.night_duration = 60000;

#if PACKETVER < 20100427
	if( battle_config.feature_buying_store ) {
		ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
		battle_config.feature_buying_store = 0;
	}
#endif

#if PACKETVER < 20100803
	if( battle_config.feature_search_stores ) {
		ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
		battle_config.feature_search_stores = 0;
	}
#endif

#ifndef CELL_NOSTACK
	if (battle_config.cell_stack_limit != 1)
		ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
#endif
}

int battle_config_read(const char* cfgName)
{
	FILE* fp;
	static int count = 0;

	if (count == 0)
		battle_set_defaults();

	count++;

	fp = fopen(cfgName,"r");
	if (fp == NULL)
		ShowError("File not found: %s\n", cfgName);
	else
	{
		char line[1024], w1[1024], w2[1024];
		while(fgets(line, sizeof(line), fp))
		{
			if (line[0] == '/' && line[1] == '/')
				continue;
			if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
				continue;
			if (strcmpi(w1, "import") == 0)
				battle_config_read(w2);
			else
			if (battle_set_value(w1, w2) == 0)
				ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
		}

		fclose(fp);
	}

	count--;

	if (count == 0)
		battle_adjust_conf();

	return 0;
}

void do_init_battle(void)
{
	delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
	add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");

#ifndef STATS_OPT_OUT
	add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
	add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30);
#endif

}

void do_final_battle(void)
{
	ers_destroy(delay_damage_ers);
}
